The Eastmount Adventures!

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TheDiceMustRoll
Joined: 2017-08-01 10:38
The Eastmount Adventures!

The blog for this campaign is here.

 

Adventurer Conqueror King System 1a: Starting out

 
Finally, a chance to play one of my new, gimmick RPGs.

I've been collecting new RPGs every other month it seems, and the only one of the "OSR" batch I've been able to get to play is the wonderful Dungeon Crawl Classics, but it's been harder to find people for ACKS. It is an RPG not suited well for one-offs, being an RPG designed around making the slow trek from nosepicking weakling to mighty lord and commander of many large armies.

Our adventure began in the Eastmount, an area of the world rather literally named, it is in a small valley that is East of the Mountains, and ruled over by two counts. I decided that the smartest choice would be to run a game with the party starting right in front of the Temple they were to plunder.

The temple is a modified dungeon from the Sinister Stones of Sakkara module that Autarch put out, and I felt it was good enough to get people who have never played RPGs before into the style of game I wanted.

Since this time, there were only 3 players, I decided the best option was to allow the players to have 2 characters apiece.

The Party

We had:
Leeroy, Dwarven Craftpriest, interested in plumbing old tombs to gather himself funds to start his own practice.
Jenkins, human mage fresh out of the Lutence wizarding college. Lifelong friend of Leeroy, he seeks to help him open his own practice, and while useless at crafting arts, he is a potent spellcaster - he can even put people to sleep, or so he claims.
Tiglari, human fighter. Unfortunately named from a Dungeon Crawl Classics naming table, Tiglari seeks gold and riches to form his own mercenary company. Maybe one day he can get back at the company that told him he was no longer needed.
Gharim, human barbarian. Gharim was a quiet sort of man, rippling with muscles and dragging a mighty sword. He was given absolutely no personification whatsoever, and had assumed the role of being a nonspeaking murderous brute.
Agra, human shaman. A mystic with the power of the wolf totem, Agra was like Gharim: didn't speak much, and preferred to stay in the back.
Kishtu, human thief. A woman of no infamy, Kishtu had similar greedy motives to adventuring into an abandoned temple filled with monsters: gold and jewels. Which would be turned into more gold.

Entering the temple

The temple "entrance" was actually a large crack in the south side, enough for the party to shuffle through. Some torches were lit, and Tiglari quickly grabbed one, having been warned pre-game that torch levels would be counted, and to be careful about time spent. Walking into the gloom of the temple proper, Tiglari spotted some ugly kobolds chattering away in front of a set of double doors.

At this point, Kishtu decided that the smartest choice would be to try and hide in the darker parts of the temple. She did not do well, and the kobolds noticed her, jabbering angrily.
Tiglari approached, and greeted them. They weren't afraid, angry or friendly, just curious at to who these interlopers were. Many people came in and out of the temple, and these kobolds were wondering who had come to call. Tiglari offered them some of his rations. The kobold's leader attempted to eat the rations, but found them foul smelling and foul tasting, preferring the taste of meat uncooked to the dried bread and berries that comprised the cheap rations Tiglari had on him. Not enjoying the taste, they accused Tiglari of trying to poison them.

Dungeon Diplomacy

Tiglari responded by eating the rations that had sat in the kobold's mouth before saying "This is not poison." Noticing Jenkins in his typical magey robes and bearing a rune-studded staff, the kobolds got very excited and asked if the party was a group of sorcerers come to look for work. The party agreed, that this was, in fact, the case. The kobolds happily led them down the path to their leader.
Passing through several rooms they were presented to Urza, the leader of the kobolds. In his filthy attire he sat on an unimpressive throne and sipped unimpressive wine, but he perked up considerably upon being told he was speaking to a mage. He asked for a simple tribute, but before he could name one, the mage plopped fifteen gold pieces into his hand, much more than the ten silver he was going to ask. Such a great act of generosity made Urza the Kobold Chief very trusting, and the party was declared Friends To All  Kobolds.

The PCs were tasked with a simple quest. The kobold wanted them to kill all of the bandits on the opposite end of the hallway. Their territory once belonged to the kobolds, but the bandits were more numerous and well-armed.

The party didn't mind this idea, but they wanted to try and screw over their new-found friends. So, with some cajoling, they managed to convince Urza to please, please, pretty please 'loan' them a valuable gem or piece of gold plated something to use in tricking the bandits. Humans are very greedy after all.

Urza was not very convinced, but a quick peek inside Jenkin's relatively full coin purse convinced him that they didn't need much more money. Urza sent his champion, an angry little kobold named Athak to fetch a large ruby from a hidden spot. Athak was very displeased with Urza's decision, assuming(correctly) that the party was simply trying to make off with some treasure(they were).

With ruby in hand, the party decided to investigate the bandit threat, but that was after Kishtu had her own little adventure.

Kishtu's Adventure!

Kishtu got bored and wandered off, rolling an exceptional hide in shadows check and vanishing from the party's escorts and into the blackness of the night. Traveling east down the route the kobolds had led the party, Kishtu ended up before a door that led into a courtyard. Heading to the northwest exit, Kishtu found herself unable to see much, being a human and having little light. Thankfull, this was for the best, as Kishtu avoided bumping into a gaggle of orcs that were standing guard. Kishtu considering picking a pocket or two, but then decided the smartest tactic was to not split from the party. As the rest of the group walked past the courtyard door, Kishtu rejoined them, and nodded hello as the party approached the territory of the bandits.

Bandits sleeping.

A quick edit of the module had the bandits sleeping in a room to the southern end of the tunnel instead of it just being an empty room. Kishtu, being the only sneaky character, listened for noises to the eastern door, and then to the southern door. There was much talk to the east. But to the south, it was mostly silent, and so Kishtu decided to see what was going on there.
Six bandits asleep on little cots with bedrolls underneath. Kishtu decided that letting sleeping dogs lie was just not good enough, and decided to murder them all, while the party moved back to the west around a corner. The shaman stood guard.

The first bandit went down without much trouble, his throat slit from ear to ear without much trouble. So did the second. Then the third.
This was getting to be a bit too easy. A drunken bandit stumbled from the eastern room with the commotion to wake up his watch relief. He lazily plodded down to where Kishtu was doing her macabre work when Tiglari stepped from behind his hiding spot to the west and called his attention.

The drunk ambled over and drew his blade, assuming the fighter was alone. He drunkenly demanded to knw what, exactly is going on, when Tiglari took advantage of his condition and pushed his longsword through the drunk's throat.

That was not a stealthy move. The commotion roused the other five who yelled in anger and charged out to meet Tiglari in combat. Leeroy, Jenkins and Gharim joined the frey, while Kishtu sensed her free kills were nearing their end and moved to quickly subdue another one.

The battle of the bandits

The battle was joined, and the bandits, caught unaware, did not have the initiative. Tiglari struck a bandit and badly wounded him, while Gharim swung a blade so clumsily that an invalid would have been able to hop away from. Leeroy charged into battle, attempting to flank the group of bandits, but found his warhammer just didn't have what it took to do much more than bounce uselessly off the enemy's armor. Jenkins realized that he only had four hit points, and feeling confident about the party's chances to win the way, selfishly hoarded his one sleep spell. Agra felt no problems, sending her totem animal, a wolf, into the fray, where it did very little but leap around being a mysterious ghostly spirit animal. The bandits generally ignored so, so Agra joined the battle, wielding her sickle-sword bravely. The bandits promptly stabbed her to death, and her wolf let out a mournful howl before disappearing.

Things didn't fare much better for Tiglari. He look an axe to the arm and his player learned that six damage means a lot if you have a mere nine hit points. On his counter attack, he turned his blade on the bandits and slew one, and then missed his cleave. Likewise for Gharim, while Leeroy missed embarassingly and began to wonder what could be done.

Kishtu finished throat cutting, with the final one being half awake and grappling her. She managed to win the grapple, pushing the knife into the bandit's throat, and then, with that one, took her first combat action against a non-sleeping opponent. She fired a crossbow at one of the bandits from darkness, and being undetected by the bandits, scored a hit, doing double damage, killing another.

The bandits felt their morale drop, swung against their opponents and took a defensive position, blocking the door and shouting for assistance.

Tiglari, Gharim, Kishtu and Leeroy all managed to kill one each. Then, with low health and one dead, the party decided it would be best to promtly flee, hearing more footsteps coming pounding down the hallway to them.

End Session 1a, a short break commenced.

Gm Notes; There weren't too many hiccups. Two of the three players were old hands at 3.5 and playing a system without things like Feats and such confused them more than one feels it should, but the complete and total novice to RPGs did very well for herself. It was important, to me, at least, to tell her(and them) that the main point of these games was to, at least at lower levels, avoid combat at all costs. With that in mind, the rolls were in her favor as she almost marched her thief into a group of orcs that would have happily hacked her to pieces. Otherwise, she understood the fundamentals and only lost one character when she moved her weak shaman character into the stabbing line. You (don't)live and you learn, I guess! 
TheDiceMustRoll
Joined: 2017-08-01 10:38

Adventurer Conqueror King System 1b: Tiglari should probably not be doing the talking anymore.

 
On the last session, our players decided to flee and lick their wounds away from the ancient temple.

For the record, we have:

The Party

We had:
Leeroy, Dwarven Craftpriest, interested in plumbing old tombs to gather himself funds to start his own practice.
Jenkins, human mage fresh out of the Lutence wizarding college. Lifelong friend of Leeroy, he seeks to help him open his own practice, and while useless at crafting arts, he is a potent spellcaster - he can even put people to sleep, or so he claims.
Tiglari, human fighter. Unfortunately named from a Dungeon Crawl Classics naming table, Tiglari seeks gold and riches to form his own mercenary company. Maybe one day he can get back at the company that told him he was no longer needed.
Gharim, human barbarian. Gharim was a quiet sort of man, rippling with muscles and dragging a mighty sword. He was given absolutely no personification whatsoever, and had assumed the role of being a nonspeaking murderous brute.
Agra, human shaman. A mystic with the power of the wolf totem, Agra was like Gharim: didn't speak much, and preferred to stay in the back.
Kishtu, human thief. A woman of no infamy, Kishtu had similar greedy motives to adventuring into an abandoned temple filled with monsters: gold and jewels. Which would be turned into more gold.

The party fled to the nearby village. Nothing major, but per ACKS rules, there was very little to purchase. Thankfully, while resting at the local inn, our party ran into a priestess of Emir, who decided to come along with the party, needing funds to help her own agendas.

Lore Note: Emir is the god that is most frequently worshiped in Eastmount culture. Emir was a prophet from hundreds of years ago that helped beat back the chaos of the world that threatened the existence of the human race, and his abilities in battle and leadership skills led many to worship him as a god. When he died, legend tells that he ascended to Godhood, and the first Clerics of Emir were born. This seemed to be a true and final confirmation that Emir was up there in the Cosmos, fighting the good fight on a planar level. 

Females were strictly forbidden from taking on military roles, and especially from joining the clergy, due to some misinterpreted things Emir had said here and there. When humanity came into contact, war and then peace with Elvenkind, the Elves found little use for the missionaries. They in fact, also worshiped Emir, but instead of remembering him as a tall, statuesque man, they knew him only as a tactics-minded woman. This caused some troubles in the world, and with females taking on Clerical vows, and, even worse, being granted spells by Emir seemingly, has led to a tenuous political position for females in the Eastmount and the world. The Church of Emir may soon face a schism.

Gold was carefully buried underneath a tree, along with the ruby and some experience was divided amongst the party.  Nobody hit a higher level, but the party seemed pleased that they'd done so well with such a small excursion.
After a brief squabble with a veteran pathfinder player over the fact that resting for eight hours does not in fact fully heal your wounds, the party set off with their priestess in tow.
The dungeon's kobold guardians were happy to see them, and even happier to see them with another spellcaster with them. The party set off to the bandit section of the temple.

The bandits were in a sorry state. Miserable as hell, the poor blighters had discovered the dead shaman around the multiple dead men. Drusus barricaded the remaining bandits into his little throne room area, and expected an attack from the kobolds or worse. He'd sent out two bandits to get a message to the Dark Lady, the person behind this whole mess, but his two messengers had spied all of the food and wine left just lying out in the open in their hideout and decided to get drunk instead.

The party took a quick detour, heading north into the courtyard that Kishtu had passed by. Two hobgoblins were there, assessing strength of the various groups in the temple when they spotted the party and demanded to know what they were doing in there. The party was...less than helpful. The barbarian finally spoke, and told them they were exploring the dungeon. The hobgoblins took "exploring the dungeon" as the wrong answer entirely and promptly attacked. Sadly, hobgoblins are slow and the barbarian went first, bisecting the first hobgoblin in a single blow. The second threw up his hands and ran away screaming. His morale...couldn't take it.

After that, the party realized they were going the incorrect way back to the bandit hideout. Properly finding the right path, the party entered the hideout and began poking stuff. Four statues stood in a room and after some fiddling, the party managed to push one over and shatter it, alerting the bandits and revealing a bag of gemstones. Kishtu pocketed these without much comment, and then the party decided to use her to scout ahead.

Rolling a natural 20 to hide in shadows and a 13 to climb, Kishtu scaled the wall to its absolute height, and inched around to scout out the area. Finding the bandit leader in a state of distress and not much else, Kishtu returned to the party and reported what she had seen. It was then they noticed the drunks, who, being drunk and stupid, had no idea who the party was, and were easily convinced that they were doing what the Hobgoblins were doing: scouting the strength of the various groups for the Dark Lady below. The party sent the drunks in to speak to Drusus, the leader of the bandits and set a trap. With double damage being a major part of the thief toolkit, Kishtu took a spot behind a statue that was still intact, while Jenkins and Leeroy took hiding positions along with the rest of the party, save Tiglari and his companion, Gharim.

Drusus was not sure if it was a trap or not, but he possessed magical weapons and armor, and felt that the few out there wouldn't have much of a chance against him. He went out to see this "emissary" and told his men to hide the plunder if he did not return.

Tiglari is quite poor at negotiations. They weren't able to bluff at all, and promptly found themselves at a loss as what to do. Kishtu unleashed a crossbow bolt.

And missed. I wasn't really sure, considering most of the rest of the party were motionless and out of line of sight, so I did a quick check, but Drusus assumed it was just the two fighters and Kishtu starting bullshit with him. He laughed. He was ready to either kill them or negotiate when Jenkins stepped into the foray and declared he was casting sleep. Drusus, seeing a mage and remembering his Shadowrun days, drew his enchanted blade and charged screaming at the damned mage.

Sadly, he did not have the initiative and Jenkins very much did, hitting Drusus with the full effects of the sleep spell. Drusus was promptly stripped of his chainmail and enchanted weapon and, with the Kobold's quarry in hand, the party high-tailed it out of there, seeking for themselves a reward from Urza, Kobold chieftan.

Urza was god damn delighted, and declared the party True and Honest friends of Koboldkind. Athak was less pleased, demanding the party hand back over the ruby they'd lent to him.

They did not have the ruby.

Athak was not happy. Tiglari managed to convince Athak he had it buried just outside of the temple, and so Kishtu, Jenkins, Athak, four kobolds, and Leeory joined the characters to a journey outside of the temple.

Getting there, Tiglari attempted diplomacy again. Or, really, he told Athak "Well actually I don't have the ruby but you know, if you wanted to be chieftan you could because..." and kind of stumbled around. Athak found that Tiglari's attempts to explain why he should feel compelled to murder his leader less than convincing, drew his blade and attacked.

Finally, Tiglari did what he was best at: killing monsters. The kobolds found themselves missing a lot, and Tiglari found himself doing exceptionally well with his cleaves, cutting kobolds down left and right. Kishtu spent most of the battle missing, and by the time Leeroy and Jenkins could get close enough to help, it was over. With that, the session ended.

DM's note: Tiglari and Gharim's player is a 3.5/Pathfinderbabby without much experience in playing RPGs as anything more than murderhobo simulators. This is exactly what I wanted to give him, because the idea that monsters can be more than just "attack you until they die" creatures is just awesome to me. As such, I found Tiglari's incompetence honestly hilarious. And he kept trying! The new party member didn't do a hell of a lot, because there was little need for anyone to heal in the second half of the session. Still, I was overall impressed. I'm enjoying the system much more than I thought I would. 
TheDiceMustRoll
Joined: 2017-08-01 10:38

Adventurer Conqueror King System 2a: More death, endless death.

 
At the end of last session, the party had happily won Friend To All Kobolds as a title, and then promptly thrown it all the way with what has to be the worst face-man of any adventuring party, ever. Thank god this guy isn't the face!

The current party:

Leeroy, Dwarven Craftpriest, interested in plumbing old tombs to gather himself funds to start his own practice.
Jenkins, human mage fresh out of the Lutence wizarding college. Lifelong friend of Leeroy, he seeks to help him open his own practice, and while useless at crafting arts, he is a potent spellcaster - he can even put people to sleep, or so he claims.
Tiglari, human fighter. Unfortunately named from a Dungeon Crawl Classics naming table, Tiglari seeks gold and riches to form his own mercenary company. Maybe one day he can get back at the company that told him he was no longer needed.
Gharim, human barbarian. Gharim was a quiet sort of man, rippling with muscles and dragging a mighty sword. He was given absolutely no personification whatsoever, and had assumed the role of being a nonspeaking murderous brute.
Agra, human shaman. A mystic with the power of the wolf totem, Agra was like Gharim: didn't speak much, and preferred to stay in the back.
Kishtu, human thief. A woman of no infamy, Kishtu had similar greedy motives to adventuring into an abandoned temple filled with monsters: gold and jewels. Which would be turned into more gold.
Rynn, human priestess of Emir. Unknown currently, Rynn is one of the few women who have managed to prove that women can in fact, feel the grace of Emir, and steadfastedly believes that Emir's name was in fact, Ymir, and she was an Elven woman.

The party converged outside of the temple, near the horrifying carnage. Deciding to head back to town and let Tiglari get some healing finished, the party left and returned to the city.

Things had changed. The War between the Count Artur Lockbard and Countess Genivieve Lockbard had come partially to the small village and with it, brought soldiers carousing, starting fights and generally being problems and headaches that adventurers would prefer to avoid.

The apothocary was small - too small. Nothing of real value there, just some minor herbs that provided a highly delayed and somewhat dubious healing effects. Disappointed, Tiglari left the shop in a huff. Following this, Jenkins and Kishtu attempted tried to buy a bunch of strange things from the local general store, mostly stocked with farming equipment and seeds. The shopkeeper was a surly, angry man who asked more than a few questions, mostly to give what he percieved to be a pompous city mage a bit of a hard time.

Jenkins, of course, mentioned that he was conducting illegal adventuring. Kishtu was forced to part with a precious amethyst in order to buy the shopkeep's silence, and he gave Jenkins the oil and hand mirror he so desired.

With this, the party overheard some commotion at their local inn which they had been staying at. Kishtu, wanting to be 'sneaky' decided to climb up on top of the inn in broad daylight. More than a few noticed, but didn't care much about what a sixteen year old street rat did with her time.
Below her, and behind the inn, an elf was being harassed. Well-armed with a magical tome, a longsword and a curved elvish dagger, the Elf didn't seem to be in much danger.  One of the five people harassing the Elf gave him a shove, angrily grumbling about his brother being killed in a war with the "knife ears".

Lore Note: The Elves were able to keep themselves hidden from the Human Empire's expansion for almost a hundred years when suddenly they were forced to come into contact with them. Humans were initially distrustful of the elves, especially when their peaceful delegation involved a show of power: a ten thousand strong elvish calvary army. Elves typically showed respect by bringing large armies to even somewhat normal meetings, it was a tip of the hat, and an acknowledgement of respect.

The humans panicked, and before anyone could react, one of the human generals panicked and struck off the head of the nearest elf, who happened to be one of the most beloved princes of the king. The battle ended quickly with the Elves retreating before any true battle could be drawn, and the Elves began to march onto the Human Empire with its destruction as a goal. They neither raided or ravaged the countryside, and took no prisoners, ignoring small villages and homesteads entirely. The Elves moved in single-minded fury towards the capital and destroyed three massive human armies which assembled to beat them. 
Approaching the human capitol, the Elf army stopped and after a few tense days of seige perparation, surrended unconditionally to the Human Empire. No explanation was ever offered. Since that was only fifteen years ago, many are still quite sore about the enourmous losses of life from that time. Many despise the Elves, and the Elves find themselves unwelcome in all but the highest echelons of human society.

The Elf was in the middle of explaining to the gentlemen that there was no need for violence when Kishtu loosed a crossbow bolt that thudded into the grouind, just grazing the ear of one of the thugs. The Elf decided to roll with it, "this was actually my doing" and the rest of them booked away, terrified and not interested in dying. Kishtu leapt off the building and landed in front of the help, dying from the impact. Kishtu climbed back down and introduced herself. The Elf introduced himself as Boccob, and he'd decided to go to the Eastmount looking for adventure.

Lore Note: The Eastmount is generally the least tamed part of the known and explored world.

Kishtu took Boccob to the group and introduced them to their second Demi-Human party member. Rests were taken, healing spells were cast, and in the morning, the party set off to the temple to continue their explorations.
TheDiceMustRoll
Joined: 2017-08-01 10:38

Adventurer Conqueror King System 2b: A short excursion and a vicious death.

 



It was a new day. The party saddled up, ate their rations, and headed off to the temple. Again, nothing molested them on their travels, and they arrived at the temple fine.  Except for Tiglari. Tiglari stayed behind due to the extra player.

Party Update:
Leeroy, Dwarven Craftpriest, interested in plumbing old tombs to gather himself funds to start his own practice.
Jenkins, human mage fresh out of the Lutence wizarding college. Lifelong friend of Leeroy, he seeks to help him open his own practice, and while useless at crafting arts, he is a potent spellcaster - he can even put people to sleep, or so he claims.
Tiglari, human fighter. Unfortunately named from a Dungeon Crawl Classics naming table, Tiglari seeks gold and riches to form his own mercenary company. Maybe one day he can get back at the company that told him he was no longer needed.
Gharim, human barbarian. Gharim was a quiet sort of man, rippling with muscles and dragging a mighty sword. He was given absolutely no personification whatsoever, and had assumed the role of being a nonspeaking murderous brute.
Agra, human shaman. A mystic with the power of the wolf totem, Agra was like Gharim: didn't speak much, and preferred to stay in the back.
Kishtu, human thief. A woman of no infamy, Kishtu had similar greedy motives to adventuring into an abandoned temple filled with monsters: gold and jewels. Which would be turned into more gold.
Rynn, human priestess of Emir. Unknown currently, Rynn is one of the few women who have managed to prove that women can in fact, feel the grace of Emir, and steadfastedly believes that Emir's name was in fact, Ymir, and she was an Elven woman.
Boccob: An Elven fighter-mage who seeks adventure in a place openly hostile to Elves.

Bandit Battles

Bandits were out in full force. They were pissed, looking for clues as to where exactly the party had gone, suspecting a third faction that fucked their leader over. The party decided diplomacy was boring, and Kishtu fired another missing bolt past the bandits, who then noticed the party, and charged.

It was time for Jenkins to shine! Nine bandits is frightening, but thankfully Jenkins took the better initiative and dropped five of them. This stymied their attack, but the bandits decided that they still had a chance, and battle was joined. Kishtu spent most of the battle trying to climb up trees and gain a vantage, but despite only a 6 being needed to climb...she spent the entire battle falling on her ass and wasting turns. Boccob spent most of the battle missing over and over, while Leeroy continued his "never get a single hit" streak.

Gharim showed his chops. Gharim is really good at killing guys. He bisected two of them in a single turn, and the rest took some half hearted stabs, failing all the while. Leeroy took a single ding of damage and Gharim took a decent stabbing. When there was one(badly wounded) bandit fleeing, Boccob decided that he would fire magic missile at him. He then rolled the worst damage and the bandit was able to escape, if not for Kishtu dropping him with a well timed crossbow bolt.

Having blown all of their magical spells, the party soldiered onto the dungeon, this time to explore the bandit area, having murdered all of the people that were populating it.

Kishtu gets the D(art to the chest)

Drusus's throne room was filled with fine liquors and expensive glassware sets, looted from various nobles and such over the last few months. Alongside this, they found a chest behind Drusus's throne and Kishtu took a poison dart to the chest from trying to pick the lock without checking for traps.

Having spent their only cure light wounds healing Gharim from a stab he'd gotten and their own lay on hands on a small wound Leeroy took, the party was forced to watch noble Kishtu choke to death from her throat closing up from the horrible posion. Shrugging, the party smashed the chest open, destroying half the loot in there but finding ten thousand GP in electrum pieces. Paydirt!

With that, the party elected to leave the dungeon which they had no supplies in dealing with(obviously, they took all of Kishtu's possessions and left her half-naked on the dungeon floor like any decent Skyrim player would).

They finally ran into an encounter trying to lug a chest with 500 electrum pieces inside of it back.

Thomas the Tenkar appears! Negotiations with Artur the Barlo!

So it turns out that a man named Thomas Tenkar and his motley band of adventurers had been hired to "Deal with the horrors and beasts lurking inside the Olde Temple to Emir and retrieve any riches from within, turning over 9/10's of any booty to Lord Barlo." Since the PCs were poaching their temple, and not paying any taxes on it, the party was promptly taken back to town by armed guard.

The village had certainly changed. There were soldiers everywhere, and a small camp nearby set up where the Lord Artur Barlo rubbed his head in frustration in dealing with his current war efforts.

A leader was chosen, and the party felt that the Elf they'd known for five hours would be a good respresentative.

"Why should I just not hang you right now?" asked Lord Barlo.

"We are really, really, really good at what we do." said Boccob. (Paraphrased)

I let Boccob rephrase that. He properly explained that since they'd been able to easily and actively clear out various bandit threats without much trouble, and had a Friendship with all Kobolds, they'd managed to make some serious headway. The guys the hired were garbage, and closer inspection of the letters of marque showed that Thomas and his crew were unable to locate the temple in months, despite it being a four hour walk away from this tiny village.

Artur is not a bad man, but he is desperate enough for coin that he won't execute people that promise him results. So, he offers the same deal: 9/10ths of the treasure in exchange for rights to plunder the temple. He gives them some time to ponder this, mostly because urgent news from The Front arrives and his attention is needed elsewhere.

Wiktus, the Imperial Advisor to the count slides in front of the party and decides to drop some advice.

Lore Note: The Humans do have an Empire, with Counts sitting at top of the heirarchy.

He tells them that they could probably ask for more, and when pressed on exactly why he's giving advice that interferes with the fair count. The reason is given that simply, The War has been going on too long. The players are in a unique position to gain some prestige for themselves before the Imperial Blade arrives. The players neglect to ask or make note of what that means.

Lore Note: The Imperial Blade is essentially a Judge from Dredd. They hold near absolute power. This particular blade is coming to personally put an end to the war by forcing both Counts to come to an agreement or be destroyed. Likely a marriage will be forced between the two, with the very pointed expectation that they produce an heir that puts the Eastmount under control of one Count, allowing for the region to prosper.

The main reason is that the Eastmount is a terrible, dangerous place. Great for adventurers, terrible for settlers.

Except for the fact that surveyors have managed to discover several dozen veins of gold in almost every mountain they see. The Eastmount's natural barrier that makes shipping supplies in dangerous and expensive is also it's biggest asset! Again, the party makes zero note of this and moves on with their day.

It's fine.

So the party returns to Artur's tent with a new offer: they will still give him 90% of their findings, but they want some assistance. Also, they want a court position for Jenkins. Because Mages need support. Since the Count is strapped for supplies and men, he gives them 1d4 hirelings to help them in their perils. This comes to 1 footman.

Can't win them all. Alongside this, he gives them one of his knights, recently disgraced anti-paladin Vathek. Vathek is highly stoic and somewhat terrifying with his flame-blackened plate armor.

Back to the dungeon they go!

This time, the entrace is empty, and the players are able to enter. Deciding that the Kobold friendship isn't worth enough to care, the party heads up to the North where Kishtu last went. They run into a bunch of Orcs. Orcs roll hostile and tell the party they've got seconds to explain what they're doing here before they die. It's mentioned by Boccob that they indeed are in fact bandits, looking to be a party of the Lady Below's army. The Orcs find this a relatively acceptable answer, and after a short duel with one of them and Gharim which ends in Orc blood splashing the tiled floor, the mettle of the party is proven.

With that, they allow the party to leave without being promptly murdered, but they're warned pointedly that attacking the kobolds will end up with them in some serious pain. The party makes a note of this, and retreats to the courtyard. So they've gone to the northwest, and some hobgoblins came from the northeast. There's a single door to the north west. They enter.

Nothing much in this room, some kind of weird roman orgy room. They continue to head that direction into another room and find porno. Anti-Paladin decides to make very extensive notes on this porno, knowing it to be famous and chaotic magic porno. Yes, magical porno. They burn through a torch and a half and two encounter rolls to do this.

Gharim decides to try his luck

With that, the party returns to the entrance corridor, and decides to deal with the kobolds accordingly. Yes, they were just warned, but they also do not care. They find spider eggs in one room, somewhat take the hint.

They were still ambushed by spiders, unfortunately. These spiders were nasty. 1d8 damage/bite + save or die against poison. I was a little surprised by that, but allowed it to continue because if the players wish to be reckless, I will allow them.

Gharim manages to kill one and misses his cleave on the other, and the anti-paladin is able to expertly split one in half, rolling maximum damage die on his roll. Gharim did take a hit, but saved without much trouble. Some trinkets abounded in this room, including expensive looking fancy clay jars. They decided to come and get them later, needing 1/person to carry them safely. With the southwest cleared, it was time to clear the Kobolds. The original Kobold barracks still had their decently sized amount of kobolds, and the party burst loudly into said barracks and began hewing them left and right without a care in the world. Gharim kicked ass and took names, and the six kobolds quickly became two and bolted past the party, screaming and running to the Orcs for help. The party decided it wasn't that big of a deal.

The next room, they heard more Kobolds mustering themselves for what they probably assumed was a really good ambush, but they didn't expect Gharim to blindly leap over Leeroy's head and gain an ambush round. With two rounds to kill and the amazing cleave ability, Gharim killed three of the six. Then they dropped his HP to zero. Gharim rolled on the mortal wounds table, and found that while he wasn't dead, he needed to rest immediately and get at least a single hit point restored to him or he was dead. Also, his internal organs were permanently damaged, losing 1/3 of his constitution score and a bit of his movement speed - enough that it would be faster to put him on a palanquin. The party finished off the rest of the kobolds and then took a break. Since rest was needed to save the poor barbarian, Gharim was sent back to town with the footman hireling.

Alone.

I made three encounter rolls for this one, and they were very lucky they survived.

The party felt that it might be best to return to town themselves and retireve Tiglari, and that's where I'll leave you, until I write the final part of this session.

DM's note: Dumping hot steaming lore in your player's laps is difficult when they clearly don't care or want to make note of much of the world surrounding it. A pain, but I can live with it. 

That Cleave ability is something else, though. Being able to potentially murder two enemies in a single turn, and then more as you level up is really great. It's not overpowered either, because Gharim's fighting days are over due to his player's ridiculous playstyle of "charging in and not giving a solitary fuck" finally backfiring. For an OSR game, he lasted pretty long - even surviving taking two hits from save or die enemies. - The Dice Must Roll
TheDiceMustRoll
Joined: 2017-08-01 10:38

Adventurer Conqueror King System 2c: One last push: For Urza's Head!

 
Finally the session ends with the players losing another, and killing another faction leader. 

Leeroy, Dwarven Craftpriest, interested in plumbing old tombs to gather himself funds to start his own practice.
Jenkins, human mage fresh out of the Lutence wizarding college. Lifelong friend of Leeroy, he seeks to help him open his own practice, and while useless at crafting arts, he is a potent spellcaster - he can even put people to sleep, or so he claims.
Tiglari, human fighter. Unfortunately named from a Dungeon Crawl Classics naming table, Tiglari seeks gold and riches to form his own mercenary company. Maybe one day he can get back at the company that told him he was no longer needed.
Gharim, human barbarian. Gharim was a quiet sort of man, rippling with muscles and dragging a mighty sword. He was given absolutely no personification whatsoever, and had assumed the role of being a nonspeaking murderous brute. Charging blindly into battle, he slew three of the brutes before they damaged his internal organs to the point where he can still fight, but not very well. 
Agra, human shaman. A mystic with the power of the wolf totem, Agra was like Gharim: didn't speak much, and preferred to stay in the back. Sauntered into battle with two bandits at once. Her ghost-wolf will miss her greatly. 
Kishtu, human thief. A woman of no infamy, Kishtu had similar greedy motives to adventuring into an abandoned temple filled with monsters: gold and jewels. Which would be turned into more gold. Died from a poison dart to chest. Gotta check for traps. 
Rynn, human priestess of Emir. Unknown currently, Rynn is one of the few women who have managed to prove that women can in fact, feel the grace of Emir, and steadfastedly believes that Emir's name was in fact, Ymir, and she was an Elven woman.
Boccob: An Elven fighter-mage who seeks adventure in a place openly hostile to Elves.
Vathek: An anti-Paladin who cares little for Emir or Ymir or whatever. Wishes to get more gold to further his plans. Potentially evil, but highly helpful.

Owls and Bears, Oh my:

The party dropped Gharim off at the local tavern, their current base of operations, and took off with Tiglari back to this strange temple.

 
And it was this journey that finally triggered an encounter roll. One owlbear. 
 
Now, in ACKS, the Owlbear is a vicious animal. Three attacks. 1d8 each. If it hits with the first two, you're grappled. Keep in mind our healthiest character is Tiglari, with nine hit points.


Tiglari and Vathek charged forth.  Boccob spent most of the battle challenging elven stereotypes of archery mastery. Luckily, the owlbear rolled exceptionally poorly, and Tiglari only took a minor scrap of 3 damage. When the owlbear was nearing death, it began to run for the lair, and the party pursued it for some time.

Chasing it back to it's lair, they slew the beast and searched. They found a small lockbox of highly valuable rings. Interesting markings could potenti- nevermind, the rings were dropped uncerimoniously in Rynn's bag.

Let's go get Urza's head:

Mostly due to the fact that the party had let several Kobolds run screeching away from the party from morale failures, meant that Urza was very well aware of the party's plans, and had informed the orcs of such. The orcs had agreed, that if necessary, they were going to come running if they heard any noise.

Urza had barricaded himself into his little throne room, ready to fight to the death. He has eleven Kobolds with him and they're all armed with better weapons than they're actually used to having.

The party finds the door barred and blocked, and Tiglari breaks it down in short order, being fairly strong and rolling quite well.

Nobody gains surprise, and battle is joined. Leeroy and Boccob continue their losing streak of to-hit rolls, while Tiglari and Vathek show the party how it's done, bathing in Kobold blood in a scant few turns. Finally, it's all over, and the party waits to hear if they hear approaching orcs. The Orcs in fact, did hear the combat, but seeing the incredible combat prowess of Gharim, decided to wait until Urza and his men had softened up the party a bit if they should turn traitor.

Tiglari will never die:

While the party tends to wounds, takes a healing spell and lay on hands from Rynn, Boccob finds a secret passage, leading into a small chamber with three different painted chests. Tiglari, not one to be cautious. promptly flips open the first chest and a poisonous save-or-die roll is called for him and Boccob. Thankfully fighters have good saves at level 1, and they save without trouble. Embolded, Tiglari promptly flips open the other two chests at once while Boccob and the rest of the party dive for cover, expecting at the very least, an explosion. Thankfully, it's all fine, and when the poisonous gas clears, Tiglari is standing grinning a few magical items, a magical staff of healing, and five thousand gold pieces glittering in a chest.

DM's note: This chamber actually had another secret door, but the party did not bother to check. I have no idea why Tiglari's player risked his character - the fighter has a +2 strength modifier and a +3 constitution mod. But, he survived, so he's merely reckless and not stupid.

Here Come The Orcs:

It was during this arming phase of the new, magical weapons(unfortunately dull as dishwater +1 swords and the like -DCC has spoiled me- the orcs sprung their great attack.

Nine of the bastards. Jenkins reminded everyone that he in fact existed, and dropped five of them with a rousing cast of sleep. He specifically dropped the back row of orcs, so the four in front would happily enter into the player meatgrinder of Boccob, Tiglari, and Vethak.

Meat was ground. Cleaning their blades, the players decided to venture into Orc territory, blades hungry for blood!
Moving unopposed further into the dungeon, the players began to find and kill, without much hesitation, orcs everywhere they went. Things were going well, but then the players decided to spend ten minutes searching a room full of rusty, blunt weapons for anything good while the Orcs in the next room that they were aware of had a chance to prepare an ambush. Now, I write monsters as smart as I can, and I went with the idea that orcs understood the concept of "geek the mage". Three of the six ambushed and charged past everyone, aiming for Jenkins in a death-frenzy.

Jenkins died.

The rest of the party fell upon the orcs and butchered them without mercy, and Leeroy and Boccob  finally contributed to combat for once. They hacked orcs apart with a fury. After this, it was getting late, and so the session was adjourned with the party beating a hasty retreat with enough gold to promptly level up. Until next time!

DM Note: Jenkin's player was unhappy with losing his magic-user, especially since Jenkins had, in fact, gotten himself a court position. But, he accepted the ruling, and vowed to make Mages he would make later stand waaaay back, away from the door they know enemies are behind. - The Dice Must Roll

Adventurer Conqueror King System 2c: One last push: For Urza's Head!

 
Finally the session ends with the players losing another, and killing another faction leader. 

Leeroy, Dwarven Craftpriest, interested in plumbing old tombs to gather himself funds to start his own practice.
Jenkins, human mage fresh out of the Lutence wizarding college. Lifelong friend of Leeroy, he seeks to help him open his own practice, and while useless at crafting arts, he is a potent spellcaster - he can even put people to sleep, or so he claims.
Tiglari, human fighter. Unfortunately named from a Dungeon Crawl Classics naming table, Tiglari seeks gold and riches to form his own mercenary company. Maybe one day he can get back at the company that told him he was no longer needed.
Gharim, human barbarian. Gharim was a quiet sort of man, rippling with muscles and dragging a mighty sword. He was given absolutely no personification whatsoever, and had assumed the role of being a nonspeaking murderous brute. Charging blindly into battle, he slew three of the brutes before they damaged his internal organs to the point where he can still fight, but not very well. 
Agra, human shaman. A mystic with the power of the wolf totem, Agra was like Gharim: didn't speak much, and preferred to stay in the back. Sauntered into battle with two bandits at once. Her ghost-wolf will miss her greatly. 
Kishtu, human thief. A woman of no infamy, Kishtu had similar greedy motives to adventuring into an abandoned temple filled with monsters: gold and jewels. Which would be turned into more gold. Died from a poison dart to chest. Gotta check for traps. 
Rynn, human priestess of Emir. Unknown currently, Rynn is one of the few women who have managed to prove that women can in fact, feel the grace of Emir, and steadfastedly believes that Emir's name was in fact, Ymir, and she was an Elven woman.
Boccob: An Elven fighter-mage who seeks adventure in a place openly hostile to Elves.
Vathek: An anti-Paladin who cares little for Emir or Ymir or whatever. Wishes to get more gold to further his plans. Potentially evil, but highly helpful.

Owls and Bears, Oh my:

The party dropped Gharim off at the local tavern, their current base of operations, and took off with Tiglari back to this strange temple.

 
And it was this journey that finally triggered an encounter roll. One owlbear. 
 
Now, in ACKS, the Owlbear is a vicious animal. Three attacks. 1d8 each. If it hits with the first two, you're grappled. Keep in mind our healthiest character is Tiglari, with nine hit points.

Tiglari and Vathek charged forth.  Boccob spent most of the battle challenging elven stereotypes of archery mastery. Luckily, the owlbear rolled exceptionally poorly, and Tiglari only took a minor scrap of 3 damage. When the owlbear was nearing death, it began to run for the lair, and the party pursued it for some time.

Chasing it back to it's lair, they slew the beast and searched. They found a small lockbox of highly valuable rings. Interesting markings could potenti- nevermind, the rings were dropped uncerimoniously in Rynn's bag.

Let's go get Urza's head:

Mostly due to the fact that the party had let several Kobolds run screeching away from the party from morale failures, meant that Urza was very well aware of the party's plans, and had informed the orcs of such. The orcs had agreed, that if necessary, they were going to come running if they heard any noise.

Urza had barricaded himself into his little throne room, ready to fight to the death. He has eleven Kobolds with him and they're all armed with better weapons than they're actually used to having.

The party finds the door barred and blocked, and Tiglari breaks it down in short order, being fairly strong and rolling quite well.

Nobody gains surprise, and battle is joined. Leeroy and Boccob continue their losing streak of to-hit rolls, while Tiglari and Vathek show the party how it's done, bathing in Kobold blood in a scant few turns. Finally, it's all over, and the party waits to hear if they hear approaching orcs. The Orcs in fact, did hear the combat, but seeing the incredible combat prowess of Gharim, decided to wait until Urza and his men had softened up the party a bit if they should turn traitor.

Tiglari will never die:

While the party tends to wounds, takes a healing spell and lay on hands from Rynn, Boccob finds a secret passage, leading into a small chamber with three different painted chests. Tiglari, not one to be cautious. promptly flips open the first chest and a poisonous save-or-die roll is called for him and Boccob. Thankfully fighters have good saves at level 1, and they save without trouble. Embolded, Tiglari promptly flips open the other two chests at once while Boccob and the rest of the party dive for cover, expecting at the very least, an explosion. Thankfully, it's all fine, and when the poisonous gas clears, Tiglari is standing grinning a few magical items, a magical staff of healing, and five thousand gold pieces glittering in a chest.

DM's note: This chamber actually had another secret door, but the party did not bother to check. I have no idea why Tiglari's player risked his character - the fighter has a +2 strength modifier and a +3 constitution mod. But, he survived, so he's merely reckless and not stupid.

Here Come The Orcs:

It was during this arming phase of the new, magical weapons(unfortunately dull as dishwater +1 swords and the like -DCC has spoiled me- the orcs sprung their great attack.

Nine of the bastards. Jenkins reminded everyone that he in fact existed, and dropped five of them with a rousing cast of sleep. He specifically dropped the back row of orcs, so the four in front would happily enter into the player meatgrinder of Boccob, Tiglari, and Vethak.

Meat was ground. Cleaning their blades, the players decided to venture into Orc territory, blades hungry for blood!
Moving unopposed further into the dungeon, the players began to find and kill, without much hesitation, orcs everywhere they went. Things were going well, but then the players decided to spend ten minutes searching a room full of rusty, blunt weapons for anything good while the Orcs in the next room that they were aware of had a chance to prepare an ambush. Now, I write monsters as smart as I can, and I went with the idea that orcs understood the concept of "geek the mage". Three of the six ambushed and charged past everyone, aiming for Jenkins in a death-frenzy.

Jenkins died.

The rest of the party fell upon the orcs and butchered them without mercy, and Leeroy and Boccob  finally contributed to combat for once. They hacked orcs apart with a fury. After this, it was getting late, and so the session was adjourned with the party beating a hasty retreat with enough gold to promptly level up. Until next time!

DM Note: Jenkin's player was unhappy with losing his magic-user, especially since Jenkins had, in fact, gotten himself a court position. But, he accepted the ruling, and vowed to make Mages he would make later stand waaaay back, away from the door they know enemies are behind. - The Dice Must Roll
TheDiceMustRoll
Joined: 2017-08-01 10:38

Adventurer Conqueror King System 3a: The fastest turnaround time I've ever seen!

 
The Current Party

Jenkins, human mage fresh out of the Lutence wizarding college. Lifelong friend of Leeroy, he seeks to help him open his own practice, and while useless at crafting arts, he is a potent spellcaster - he can even put people to sleep, or so he claims. Murdered by shadowrun veterans.
Gharim, human barbarian. Gharim was a quiet sort of man, rippling with muscles and dragging a mighty sword. He was given absolutely no personification whatsoever, and had assumed the role of being a nonspeaking murderous brute. Charging blindly into battle, he slew three of the brutes before they damaged his internal organs to the point where he can still fight, but not very well. 
Agra, human shaman. A mystic with the power of the wolf totem, Agra was like Gharim: didn't speak much, and preferred to stay in the back. Sauntered into battle with two bandits at once. Her ghost-wolf will miss her greatly. 
Kishtu, human thief. A woman of no infamy, Kishtu had similar greedy motives to adventuring into an abandoned temple filled with monsters: gold and jewels. Which would be turned into more gold. Died from a poison dart to chest. Gotta check for traps. 
Leeroy, Dwarven Craftpriest, interested in plumbing old tombs to gather himself funds to start his own practice.
Tiglari, human fighter. Unfortunately named from a Dungeon Crawl Classics naming table, Tiglari seeks gold and riches to form his own mercenary company. Maybe one day he can get back at the company that told him he was no longer needed.
Rynn, human priestess of Emir. Unknown currently, Rynn is one of the few women who have managed to prove that women can in fact, feel the grace of Emir, and steadfastedly believes that Emir's name was in fact, Ymir, and she was an Elven woman.
Boccob: An Elven fighter-mage who seeks adventure in a place openly hostile to Elves.
Vathek: An anti-Paladin who cares little for Emir or Ymir or whatever. Wishes to get more gold to further his plans. Potentially evil, but highly helpful.

The party, revelling in the fact that they had for themselves noble patronage(passed from Jenkins to Leeroy via the Heir system of ACKS), 500~ GP to spend on what they wanted with no reprecussions chafed at the fact that in a tiny village like the one they were spending time at, you can't buy shit. Decisions were made to seek out a larger city. But where? It was time to consult Wiktus, the Imperial Advisor to the Baron.

Wiktus is clearly a man of some importance despite his silly voice and speech quirk. His tent is furnished like a nobleman's room, with an expensive rug covering the ground, an antique writing desk, built to be folded up and transported with ease(dwarven work) and various fine wines and a bookshelf full of the latest volumes of stories being currently enjoyed by nobles all along the Empire.

Tiglari was the first to ask. Simple enough. "With the war on, where can we go to find hirelings and better weapons?"
Wiktus was unhappy to report that the city of  Vornheim was nearby, and that the PCs should find themselves enough arms and men there, as the city was ran by rogues, like most of the other Great Cities.

Naturally, this caused the party to think that literally the 3.5 class "rogue" was in charge, and a quick explanation of "rogue" as a term for a dishonest or unprincipled man was in order. Knowing that they were unlikely to get stickied up in the war between the Barlos and the Lockbards, the PCs asked more questions.

Vornheim was described as a large city. One of the Great Cities, of which there are eight. Each run by a City Father and unanswerable to Emperor, Lord or Emir. They tended to attract unpleasant people.

Lore Note: Keep in mind this description is from Wiktus, who, being a representative from an Empire that has been routinely embarassed by the defensive capabilities of many of the Great Cities, will feel no problem with spitting poison about them at any time.

The City Fathers as a concept requires a seperate blog post. There's a lot to discuss. 

Boccob asked if there was any real prejudice against Elves, and Wiktus informed him no, the Elves fit in quite well among the Great Cities, but of course, they would become Casteless if they chose to live there. Wiktus made this point especially clear. Boccob randomly asked if there were Vampires living in the city. Wiktus was confused, and then said he didn't know anyrhing about Vampires, having only heard the name from Imperial Envoys who visited Voivodja. He knew nothing about them.

DM Note: Yes, if the players wish, I have no problem cracking out different system supplements such as A Red and Pleasant Land, Vornheim, Veins of the Earth, etc. If the players fuck with the right person, they may end up on the Purple Planet! 

Curiosity sated, the players began to look at what they perceived to be meager funds. This is a 3.5 problem, where 500 GP can't buy anything, but in ACKS, a player can, if available, purchase 8 sets of plate armor with that.

I am not going to tell them this of course. I don't like dropping meta information like that on players if I don't need to.

While the players debated on next steps, I quickly mapped Vornheim, while one of the players and I discussed mapping techniques, with him telling me it takes him months on end to design a city map and me shilling the book to him.

Eventually, it was decided to return to the temple, to continue the Crawl. Always continue the crawl is a motto of these players and I'm generally really happy about that. New in tow was an Assassin who, following Vathek around, found himself hitting a higher level. Normally hirelings do not level up in such a manner, but he was present when the party found five thousand experience points of gold.

The temple was a little darker now, with a good chunk of the torch-maintenance teams dead on the dungeon floor. The players, naturally, didn't care a lick and went on to where poor Jenkins had met his last. There, they found about six orcs interrogating a thief. The thief was an opportunist, being interested in taking on the adventuring life after seeing a plucky group of nobodies pulling thousands of GP out of a dungeon. Managing to get kidnapped by orcs, the thief was being interrogated.

Assassin, wanting himself in on the glory, decided to hide in shadows, but failed to do so. The DM should never, ever, ever let players know if they succeed or not. So, fucking up horribly, the assassin gets dropped two minutes into his very first encounter as a level 1 PC. Thankfully, the mortal wounds table only gave him bad-ass and terrifying superficial scarring. The rest of the party joined the orcs in battle, and it was over not-so-quick, mostly because cleaves never connected.

Eventually, with dead orcs everywhere, the party decided to instead head back and up a different path, their new thief in tow. The thief's name? Shank. How appropriat.e

They came upon a room with a mysterious pool. They believed it was a bathhouse, but were surprised to see that the pool's water did not smell brackish or stagnant at all. It was cool to the touch. Dropped a few rocks in it, but eventually, took some water into a wineskin and then left. Unfortunately, the water's properties reverts back to that of stagnant water when removed from the pool.

Sorry, Cthonic Pool table. We'll roll on you one day.

More adventure! The party soldiered on, heading into the area where the orcs that murdered poor Jenkins resided. Nothing. Heading to the south, they passed through what would have been a sort of "toll booth" of sorts, eventually ending up back in the hallway where Gharim fought his one-on-one duel with an Orc leader. Shank, the brave and the bold, decided to open a door and got hit with one of those "water buckets on a door's top" traps. Except the bucket was a heavy clay pot filled with cement. Crunch. Now, there's no save for this, merely 1d6 damage.

Shank has 4 hp, which, for a thief, is the highest you can have with 1d4 + 0 for a hit die. Shank's player rolls on the mortal wounds table, and! He could make it, all he needs is Rynn to step forth and lay on hands him. Then he rolls on the permanent injuries table. Shank is now blind. Shank can no longer function usefully as a thief. The player looked at me, shrugged, and said, "Eh, let him die." Shank died. Not very pretty, either. Rynn decides to break character and stare impassively with the rest of the party as Shank thrashes on the floor in death throes and finally dies.

And all of that for an empty room with nothing of any valuables inside of it.

With that, the party decides to head back to town. Gharim had been in bed for long enough for this to matter, and could still hobble around, killing things, and Tiglari missed his silent, reckless friend.

DM Note: Wow! I've never seen someone die five minutes after finishing their sheet before. It's a real shame that he didn't even try to kick the door down or prod it open. It's fine, Shank was kind of trash as far as characters go. 
TheDiceMustRoll
Joined: 2017-08-01 10:38

Adventurer Conqueror King System 3b: The Return of Gharim!

 
The  Current party:

Jenkins, human mage fresh out of the Lutence wizarding college. Lifelong friend of Leeroy, he seeks to help him open his own practice, and while useless at crafting arts, he is a potent spellcaster - he can even put people to sleep, or so he claims. Murdered by shadowrun veterans.
Agra, human shaman. A mystic with the power of the wolf totem, Agra was like Gharim: didn't speak much, and preferred to stay in the back. Sauntered into battle with two bandits at once. Her ghost-wolf will miss her greatly. 
Kishtu, human thief. A woman of no infamy, Kishtu had similar greedy motives to adventuring into an abandoned temple filled with monsters: gold and jewels. Which would be turned into more gold. Died from a poison dart to chest. Gotta check for traps. 
Shank: Human thief who barely knew the party long enough to make people feel bad about him dying. 
Gharim, human barbarian. Gharim was a quiet sort of man, rippling with muscles and dragging a mighty sword. He was given absolutely no personification whatsoever, and had assumed the role of being a nonspeaking murderous brute. Charging blindly into battle, he slew three of the brutes before they damaged his internal organs to the point where he can still fight, but not very well. 
Leeroy, Dwarven Craftpriest, interested in plumbing old tombs to gather himself funds to start his own practice.
Tiglari, human fighter. Unfortunately named from a Dungeon Crawl Classics naming table, Tiglari seeks gold and riches to form his own mercenary company. Maybe one day he can get back at the company that told him he was no longer needed.
Rynn, human priestess of Emir. Unknown currently, Rynn is one of the few women who have managed to prove that women can in fact, feel the grace of Emir, and steadfastedly believes that Emir's name was in fact, Ymir, and she was an Elven woman.
Boccob: An Elven fighter-mage who seeks adventure in a place openly hostile to Elves.
Vathek: An anti-Paladin who cares little for Emir or Ymir or whatever. Wishes to get more gold to further his plans. Potentially evil, but highly helpful.
Maggs: Lady assassin. Dropped in her very first battle, but survived with some cool scars.

More Elves? 

After being screwed around with by being given loaded die(ANOTHER 18? HOLY SHIT) Shank's player managed to roll into existence a really decent character, an Elven courtier, who was promptly introduced to the party by Wiktus, Imperial Envoy. Elhonna was not very talkative, but generally easy to get along with.

Back to the Dungeon! Say goodbye to lil' Tiglari!

The party cruised on back to this crumbling temple they had lost so many friends in, and proceeded back to where they'd last been, entering into an Orcish banquet hall of some kind, with a handful of orcs. The orcs were on high alert, and attacked without apology. They were cut down, and then the battle was joined by a dire wolf, which promptly pounced on Tiglari and tore his throat out ate his genitals. The correction is that while it was narrated that the wolf was going for the jugular, Tiglari did very well for himself and survived a brutal potential death. Tiglari instead couldn't fight without a day's bed rest and his permanent wound was that his genitals were completely destroyed, leaving him unable to breed and his genitals are just a gross, ravaged mess that it gives him a -3 to charisma if seen. What the fuck, ACKS? Of course, Tiglari was oddly stoic about it, telling Gharim, "Wasn't going to raise any little brats anyway." Tiglari...is a trooper. 

And then it was Benny Hill.

The orc chieftain, hearing the fighting and screaming of mostly human voices, found the interlopers who had wiped almost his entire tribe. He charged at the weakened, hurting group with four bodyguards that were much stronger than normal orcs. The party, realizing that a crippled Gharim and non-fighting Tiglari were not enough to hold back the tide, booked it. And so began the chase.

3-2-1 Let's go! ACKS requires you to roll saves against paralysis every time you turn a sharp corner, or go through a doorway. Let's do just that!

Nobody saves, with the exception of Leeroy, who promptly disappears down the halls without a care in the world. The rest of the party is closer to those Germs in that episode of the Simpsons.
 


 The orcs caught up to them in a single round, and, failing again to do much damage, Vathek realized that he was a very deadly martial character, and stepped forth and one-shotted the Orcish chieftain, cleaving into one of his bodyguards. The other three, so shocked with what they'd witnessed, promptly fled the scene, and Vathek and the rest of the party continued on their merry way.

Down, down to Goblin Town.

Cautiously entering an explored area, the party found a long hallway with many doors. Entering one, they found little goblin corpses rotting away. Curious. Entering another room, they found more goblin corpses, and signs that the rooms had been ransacked, like it was looted.

Curious.

Entering into another room, the party discovered the dead goblin chieftain, and more signs that the room had been viciously ransacked. Uh-oh. The party searched the throne, and found a small compartment that was full of a small bag of Gold Coins and some jewels. Okay, there was at least that. Thank goodness!

But what to do? There wasn't enough time, as the Dungeon Master was slumping over in his chair with exhaustion from working graveyards and pointedly not getting a lick of sleep. Until next time!

DM NOTE: This session went well. The Death and Dismemberment table provides character longevity, but bad rolls can promptly end a character's value, like we saw with Shank, the thief that lasted two exploration rounds. Overall, an excellent session, would do it again. 
TheDiceMustRoll
Joined: 2017-08-01 10:38

Adventurer Conqueror King 4a: A lil' hobgobbo army.

 

The Current Party:

Jenkins, human mage fresh out of the Lutence wizarding college. Lifelong friend of Leeroy, he seeks to help him open his own practice, and while useless at crafting arts, he is a potent spellcaster - he can even put people to sleep, or so he claims. Murdered by shadowrun veterans.
Agra, human shaman. A mystic with the power of the wolf totem, Agra was like Gharim: didn't speak much, and preferred to stay in the back. Sauntered into battle with two bandits at once. Her ghost-wolf will miss her greatly. 
Kishtu, human thief. A woman of no infamy, Kishtu had similar greedy motives to adventuring into an abandoned temple filled with monsters: gold and jewels. Which would be turned into more gold. Died from a poison dart to chest. Gotta check for traps. 
Shank: Human thief who barely knew the party long enough to make people feel bad about him dying. 
Gharim, human barbarian. Gharim was a quiet sort of man, rippling with muscles and dragging a mighty sword. He was given absolutely no personification whatsoever, and had assumed the role of being a nonspeaking murderous brute. Charging blindly into battle, he slew three of the brutes before they damaged his internal organs to the point where he can still fight, but not very well. 
Leeroy, Dwarven Craftpriest, interested in plumbing old tombs to gather himself funds to start his own practice. Currently with a noble court position in the court of Artur Barlo, Baron of the Eastmount.
Tiglari, human fighter. Unfortunately named from a Dungeon Crawl Classics naming table, Tiglari seeks gold and riches to form his own mercenary company. Maybe one day he can get back at the company that told him he was no longer needed. Dick and balls were chewed off by a dire wolf. Ouch. 
Rynn, human priestess of Emir. Unknown currently, Rynn is one of the few women who have managed to prove that women can in fact, feel the grace of Emir, and steadfastedly believes that Emir's name was in fact, Ymir, and she was an Elven woman.
Boccob: An Elven fighter-mage who seeks adventure in a place openly hostile to Elves.
Vathek: An anti-Paladin who cares little for Emir or Ymir or whatever. Wishes to get more gold to further his plans. Potentially evil, but highly helpful.
Maggs: Lady assassin. Dropped in her very first battle, but survived with some cool scars.
Elhonna: Elven Courtier.


The party stood in a dark corridor, having just marched through a hellhole of dead goblins. The biggest concern was of cours,e not a lot of gold. With an irritated grump, the party continued on, exploring room after room, with little concern for themselves. Everywhere they went in this area, they found goblin shit and empty rooms. With goblin shit in them.

Eventually, the party decided that the best call would be to head further northward into the dungeon, where they bumped into...

The Horrid Hobgoblins....

Upon encountering the party, the Hobgoblins were merely suspiscious. As they had joined forces with the Ogre to loot, slaughter, maim and kill the Goblin, the casualties from that battle, and the Ogre's subsequent betrayal meant that the Chieftan was wounded, and the Hobgoblins believed that the Yemani(the dark gods of Chaos that once ruled the world) had abandoned them!

They were not, the four of them, so eager to go into battle with two elves, two fightery types, a dwarf, a terrifying goth paladin, an assassin and a priestess. The party conferred.
"We...could heal your chieftan." said Rynn. The hobgoblins were surprised. Emir did not usually permit the healing of creatures that sought to fuck with civilization. The hobgoblins did suspect a traitorous move, but noticed that the party moved with a relaxed, non-alert manner. At worse, they could probably move in, get some cleaves, chop and hack away.

Yet Rynn did what she promised. The hobgoblins were astounded to see this woman invoke Emir(Ymir) and use lay on hands on the weakened chief. The chief's breathing was less shallow, and the hobgoblins were quite happy. At this, Vathek approached them with an offer to hire.

Luckily for him, he get two sixes in response, so not only did around ten hobgoblins join him, they joined with elan, which is a very pretentious way of saying "joined with gusto" or "joined with enthusiasm".

Helping the Hobgoblins(While seeking to rob them blind)

The party was informed of some problems the Hobgoblins were facing. A spider had been roaming the halls, and was "different" than expected. As well as this, some flame-belching beetles of death were skittering around to the east, burning anything that came close.

The party went for the spider. Entering into the room is was last seen, the Spider was a corrupted/blessed creature. Unusually large, covered with Yemani symbols and able to cast spells, the Spider was smart. On the walls, there was a massive fresco, where the great god Emir stood side to side with various creatures. Rynn recognized them all as the Yemani, and Vathek dreamed of these creatures often. They elected to keep quiet about that, not sure how the rest of the party would react.

The spider made his move. Invisible on the wall, it cast darkness on the party, and the entire room was filled with a choking blackness, and none of the characters could see. The spider leapt down with an ambush round and gave Gharim a mighty chomp. He failed the save against poison and began to choke to death. Twelve seconds until fatal death! Tiglari simply lit a torch, shining some light into the situation, allowing Rynn to rush over there and banish the poison with a staff of healing. With that, the party realized the spider could be seen by the hobgoblins, which could see the heat of the creature in the blackness. As they followed the creature around the room, bumping into one another, crashing into walls and the like, the spider threw a Charm person at Leeroy, who promptly realized the Spider was his friend Jenkins, who begged him to help him stop Rynn from killing him. Leeroy puzzled this for some time, and with a save against Magic, argued that Jenkins liked "women with large pendulous breasts" and even in death, wouldn't want someone like Rynn murdered. The entire table stared blank-faced at Leeroy's player while Leeroy recounted all of Jenkin's fetishes.

Moving right along, Vathek just started attacking in the general direction of the spider and rolling nat 20's, allowing him to slice the creature apart in a few rounds. Seriously Leeroy what the fuck

On-to-thefirebeetles!

So, firebeetles. From the name alone they're either immune to fire, spit fire, or are made of fire. And by following DnD Law, all insects must be as large as a great dane at least. The party sent Maggs to sneak and look upon said beetles. Beetles were laying eggs in corpses. 

Clearly, they needed to get a way to make the beetles funnel out there. This is how this was accomplished. The hobgoblin army was sent to pick up that spider's dead body. They returned a few minutes later, spider corpse in tow. Laying it on the ground, a small was tossed into the room.

Beetle came to investigate, and as soon as it was in the room, Gharim leaped forward executioner style and stabbed the beast handily. It died with a shriek, and the other three beetles came skittering down the way, hissing. Then they rolled low for initiative, so before things could get rough, they merely died. The hobgoblins were ecstatic at this point: the interlopers had defeated the monsters plaguing them, and even healed their dying chieftain! It was time to get back to him, anyway. 

To the Chief!

The Chief was not a grateful man. When the party arrived, reporting a safer hobgoblin cave, the chief, sensing the numerical advantage, ordered the hobgoblins to kill the party.

Thing is, monsters tend to respect strength, and the chieftain wasn't so great, he'd been felled in the first fighting and hadn't contributed much. Vathek, on the other hand, killed a magical, giant, spellcasting spider! A quick check was rolled to test the morale, but with two sixes, the Hobgoblins refused to do much to help the chief. In fact, Vathek proposed that the tribe's shaman and personal guards join him! They did, leaving the chief all alone. 
The party tried to sway the chief to their way of thinking and were met with a poison blowgun to the chest. Gharim's chest. With a sigh, Vathek caught up the the hobbling chief and ran him through.

The Hobs showed the party where their (ample, as it was also the regular goblin's hoard) hoard of treasure was, and then someone in the party remembered that while they'd killed the Orc chief, they hadn't plundered his hoard! Boccob committed some new spells to memory, and then they were off, loot banging around in chests carried by hobgoblins. 

The party was a little disappointed that the three Orc henchmen who survived the battle had filled their pockets with gold and fucked right off, but that was the deal. Still, a lot of gold was found, and the party traveled back to town, with a small little hobgoblin army.

Levels and such!

A handful of party members hit another level from this. they were fairly disappointed that so few of them leveled up and that, shared across eight characters, the XP gain was extremely low. More characters means easier battles but slower gains overall. If this had been a four-man party, the party would be at least level 3, with a few hitting 4 now. That being said, Leeroy traded in one of the favors he had with the Baron Barlo and dropped his cut from 90% to 75%. Artur wasn't pleased, but let it go, because he was still making mad bank. The party armed themselves, slept off some wounds and regained some spells, and then set out for the temple the next morning!
sulldawga
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Joined: 2012-05-17 22:22

These reports are fantastic.  Please keep them coming.