Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Saturday, February 1, 2025

Happenings and Going Ons in the Red Frontier Part 3: The End?

With a combination of procrastination and laziness, I've neglected updating this blog for awhile now. I owe my players, and you, the readers an apology. I'm sorry. While I've slacked off on doing session reports, I still keep session notes. Unfortunately when I go back to read them, they come across more of the mad scribblings found in the Necronomicon rather than actual notes. Moving on.


Between sessions 42 thru 49, the players mostly stayed underground, looting the ancient dwarven keep while using Undertown as a base of operations. That said, through using random encounters from the DMG, MM 1& 2, and the Fiend Folio, they've made a couple of allies. First, while exploring a bit outside of the keep, they came across a caravan of silver gnomes. The party quickly befriended said gnomes and learned of a great trouble emerging in the northern crystal forests. The gnomes once lived there but were forces out and now residing is the Cyclops Lord. This vile creature has been gathering forces to him for unknown purposes. The players invited the gnomes inside the keep and soon the diminutive race began trading with the denizens of Undertown. 

The party also came across a band of albino Bugbears who quickly surrendered after their leader was dispatched. After some minor interrogation, the party learned that the bugbears were heading north, to go in service with the Cyclops lord. Growing concerned, Laughing Fox decided to take the bugbears to Cyclops and pretend to ally with him, but spying on him all the while. He left out of the end of July and planned to stay at least a month before deciding to leave out or continue to spy for longer. I'll get back to him in a bit. Another faction that the players came across were mongrelmen in the ruined levels of the keep itself. They were forced out of their home by forces of the cyclops lord and found a tunnel leading to the keep. They soon became under the protection of the dwarves. 

During one session, the party came across some green dwarves performing some weird ritual inside the keep. They killed two but the leader disappeared within the acid pool that had a strange tree growing out of it. Another time they managed to get down to the second level, which turned out to be a long abandoned dwarven town. Spooky.

Eventually Laurentius, verging on level 9, decided to venture out of the depths and head down south to the vast coastal city of Ies-Ton. He wanted to see if he could gain support for a plan involving him building fortifications going north along the Thundhr river to finally connect to Pottsfort. He's gained support, but also some resistance threatening his life. That said, the king of the city and most of the city counsel have agreed to his plan but under the condition he brings his former ally Boldvay the Black to Ies-Ton for justice. Preferably alive, but dead if left with no choice. He's agreed to this but is seeking a way to redeem his friend and maybe even change his alignment. Laurentius also found a letter in his abode telling him there are forces that will try to stop him, even if it means to end his life. Hopefully things will work out for him.


Back to Laughing Fox. After some time, he managed to finally make it to the far northern crystal forest. What was once a glittering and glimmering hope in the vast underground, was now darkened and poisoned. Forces of orcs, goblins, giants, among others, were slowly gathering to the new lord. After using his magics against a goblin in a show of brute force, Laughing Fox was accepted among the underground vermin. Since he wasn't an assassin, I ruled that I would have to roll on a more difficult mission table on the spying table in the DMG on page. Laughing Fox's player accepted this. Once a week, I rolled and for three weeks he was successful in spying. On the fourth week however, it all went south. Rolling on the captured table, Laughing Fox was found out as a spy, captured, and eventually killed. That said, he never gave up any information about who he was or about Undertown and Pottsfort. This hurt as while it is the job of the DM to remain neutral, one does eventually root for and even become attached to the players' PCs. And Laughing Fox was one of the longest running PCs. He's now with The Great Spirit.  

So where does this leave us? Not sure to be honest. At the moment I've not run any games in over a year, including Red Frontier. When I do get back to running something, I doubt it'll be The Red Frontier. Or at least not in it's current form. Maybe Red Frontier Rebooted or something. Regardless, I'm going to try to be diligent in writing session reports in a more timely manner whenever I start back. I've had fun running this game for some really great players, and have learned a lot that I can apply to whatever comes next. Hopefully I can get something started sooner rather than later. Until then, fight on!







Friday, July 5, 2024

The Bandit Problem: Or What Happens When the Game Goes on WITHOUT THE DM!

Well mostly. Anyway, during the month of March of 2023, Boldvay came across some bandits, stole their loot. He then got a couple of patrons involved and they soon went to battle against the bandits. I had no involvement in this: Boldvay encountered the bandits on his own during downtime. For the battle, I told them to use the rules and keep me informed in what transpires. If I'm not mistaken, Boldvay used his wargaming rules based off of AD&D 1E/Chainmail to run this battle. And that's it! I find it more than interesting how campaign events can spontaneously happen without the aid or knowledge of the dudgeon master. With downtime, 1:1 time, and patrons, campaigns truly become living and can continue on without any input from a DM. Here's a doc written up by Boldvay on went down: https://docs.google.com/document/d/1ZuIh1WtKRA50-leLI06v-k6iArn6qEYEDPKoyV5rmiI/edit. Also, here's some links to a couple of sessions Boldvay ran in the Red Frontier to give you more background. In fact, you should check out his blog Fantastic Wargames Campaigns and read about the game he runs!



Sunday, December 17, 2023

Happenings and Going Ons in the Red Frontier Part 2

These events took place during August thru October of 2022

While the Urgak and Wier were preparing to fight against the forces of Law, the players were busy making their own plans. Using the Eagle Eye treasure found in Cahn's treasure hoard, Boldvay cast levitation and invisibility on Mark the Thief to have him fly far into the air to spy on the forces of Chaos to the east and southeast. He managed to see a large force getting ready in some ancient city on the coast of Crystal Lake. Made up of hill giants, neanderthals, green dwarves, bugbears, iron golems, a dragon, and many others. It was more than enough to wipe out Pottsfort and the surrounding areas. And towards the east, Mark saw the burning fort of the Knights of Chic Fa'lar.

Lord Commander Roggett commanded most of the civilians to seek shelter in the Power Station with a company of his troops and some mercenaries for protection. He and most of his troops decided to stay and fend off the oncoming armies. Zappos, the eccentric wizard, decides to use the Black Eidolon for the upcoming battle. Boldvay decides to summon two efreeti to aid the forces of law. He also decides to the scroll of summon undead legion. The only problem is finding enough corpses for such a task. Zappos approaches him and tells he know of a place where he can contact a being who lords over another domain. A being who could aid him with supplying with such a force. But doing so is dangerous, and could very well cost Boldvay much. Boldvay doesn't hesitate and asks Zappos to lead him to such a place.

Zappos, using his teleportation mirror, takes Boldvay to a small secluded lake in the southwest. They arrive at night and it's cold. Boldvay can hear whispering in the back of his mind. Zappos uses words of power to summon the DM of Brovenloft, Moundshroud of the Mists. 





Anyway, Boldvay and Quirkus soon set out to the north shore of Crystal Lake before Wier's forces can get there. Quirkus, in the crab mech, casts invisible, uses the control dragon potion and takes possession of one of Wier's dragons and manages to destroy some of the Dark Lord's forces. Boldvay then meets Wier and the rest of his forces at the northern shore of Crystal Lake while Quirkus gets out of sight. The powerful mists Brovenloft emerge from the woods just north of coast. Through the mists, a large army of undead make their way to the invaders. Ghostly tendrils and envelops the beached army. In no time, it kills the remaining forces and takes their souls and Boldvay to it's fog-drenched realm.

 



Wier then returns to the ancient city and realizes that his remaining troops found an underground bunker containing a cache of ancient, future tech weaponry, including nukes and a stargate. Wier's player, who is also a patron in both in Dubzaron and Brovenloft, will surely put such weaponry to use in those campaigns! I'm sure this in no way will come back to bite me in the ass (it does)!

With Boldvay gone, the Efreeti were no longer under his control, and decide to burn down most of Pottsfort before leaving. The Lord Commander declares Boldvay a wanted man. Another thing, between making a deal to destroy an undead army, and allowing the efreeti to run destroy Pottsfort, Boldvay's alignment changed to Chaotic. 

Soon some of the players travel to Brovenloft themselves. I don't know much about those adventures as I only ran two sessions in that setting. The first the players had to drive a tank from Boldvay's fort to aid the force's of Eddie. Not much happened other than encountering some giant snakes and hippogriffs. The next session though proved to be game changing to Brovenloft itself. 

They meet up with my patron there, Reverend Hopkins. Hopkins gives them the idea to nuke the Brovenloft city of Dublin due to him thinking that the Irish there were going to become a major threat later on. Two of the players gleefully accepted the mission and managed to out maneuver angels sent by the Pope himself and ultimately kamikazed themselves by flying the nuke, which was powerful Tsar bomb originally found in the Red Frontier, into the city of potato demons. This was hilarious! I used a combination of grenade throwing rules from AD&D 1E with this website. It was a hit and proved to be devastating. Not really sure what happened afterwards but it was fun. Eventually some of the players, and Boldvay himself, managed to make it back to the Red Frontier. And that's it for now!







Sunday, June 18, 2023

Frontier Bulletin 41: We're Back!

So last Friday was the first Red Frontier game in months that I ran after taking a brief hiatus. There's a lot that happened after my last post (which occurred last fall). Heck, even the player of Boldvay took over a bit to run the Red Frontier to try to connect my world with his own. But those are all for other posts. Let's dig in on what happened last Friday instead!

The Players:

Mark the Gnome level 8 Thief

Laurentius, level 7 Cleric

Mnemonic, level 1 Magic-User

Plus Mnemonic's faithful war hound


The session begins in the so far unnamed underground town that many of the survivors of Pottsfort have made. This town is located in the same area where the battle between the albino orcs and the Duran Durin took place. The surviving albino orcs were driven out by the gloom crawler and that fowl beast was destroyed by the players. Gnarly stuff! Since I didn't have much planned for this session as I was more concerned about getting back into the saddle, I had to improvise! During the months off, many more of Durin's clansmen arrived at the Power Station and two weeks before the session, a small group of dwarven scouts decided to explore the underground river that the orcs had escaped on. A day before the session started, they reemerged and told the party what they found: the orcs!

They followed the river for a few days and eventually emerged into another gargantuan chamber, even larger than the one they left in. Following the first hook of the river they found an ancient dwarven keep on it's other side. This surprised them as they and the other dwarves of the Shaggy Mountains believed that they had never travelled this far down under the Devil's Spine. They noticed two cone towers flanking the five story cubical keep, along with two smaller cone towers on it's top. And spanning over the width of the river was an ancient stone bridge. On the opposite bank, the glowing forest of giant mushrooms and ferns grew and spanned the length of the river as far as the eye could see. But the dwarves noticed an orc patrol among the bridge and being a small group decided to head back.

Back to our players. Having this information, the party decided to investigate said keep. Instead of take a boat like the dwarves did, they instead took their hovercar. They made good time and arrived at the keep the next morning without any encounters. Nearing the bank of of the river where the keep resided, the players heard a disturbing sound of tribal chanting and drumming. Along the top of the ancient keep, they saw the eldritch glow of great, green flames. The party came up with a plan. First, Laurentius cast Silence on Mark. Mark then downed a potion of Giant Strength. After that, Mark went ahead of the group to scout. Nearing what was left of a stone wall that circled the keep, Mark discovered a small patrol of orcs. He decided to surprise the orcs while charging but failed. Doesn't matter though with his giant strength, he managed to punch a large whole into a orc with his mace. The rest of party made quick work of the remaining orcs.

With Silence still in effect, Mark climbed the nearest tower. Once on top, he spied a horrid sight: across the fifteen foot gap between the tower and keep, he sees what appears a giant, black statue of a frog with bat like features behind the green flames, and an orc priest holding a hairy dwarven baby over an alter before the green fire with one hand and in another a cruel dagger while many orcs and some squirming dwarven captives. Before the vile priest could sacrifice the babe, Mark unleashed a crossbow bolt into the priest. The surprised priest was instantly killed and dropped the still alive baby amongst it's kin. The orcs stopped their evil chanting and drumming and looked around stunned, not knowing what to do. Mark then descended down the tower and met with the remaining party.

The players soon entered in the opened doors of the keep and were soon met by a few albino orc wars descending down stairs on their right. Combat was soon met and even with a few more reinforcements, the orcs proved to be no match and were put down by the party. The players soon made quick work of the remaining orc women and children and rescued the dwarf captives. The dwarves proved to have a strange appearance: more of neaderthal look along with even more hairy bodies then their above ground counterparts. While their dwarvish was a little different than what the players were used too, they soon made out that the dwarves were from a village in the southeast that was raided by the orcs. They invited the players to their village but the players politely declined. They soon explored the keep.

There wasn't much left in the keep. The entrance to the lower levels, including the vault, were blocked by giant stone blocks. That said, on the last floor leading up to the roof, they did precure a great haul. Ten 2' tall dwarven statues made of gold and having ruby eyes and each weighing fifty pounds and worth 20,000 gp, four magic scrolls, a spell book, on bag containing 3,000 gp, another with jewels worth 10,000 gp, and among the body of the orc priest, a book of black leather with the face of Tsathoggua. After this, party made their way back to the underground town. Mnemonic gained enough xp to get to level 7, but must find out a higher level M-U and take seven weeks to train. Both Mark and Laurentius gained a level but must train for a week each.

A couple of last things. By now we've switched from ACKS to AD&D 1E, which I might explain why later in another post and that I took Jeffro Johnson's advice about stealing adventure hooks from the pulps. With this adventure I took "inspiration" from both H.P. Lovecraft's "Call of Cthulhu" and especially from Robert E. Howard's chilling short story "The Black Stone." Both are highly recommended! Remember folks, Appendix N and the pulps in general are you friend!


Monday, April 10, 2023

Happenings and Going Ons in the Red Frontier Part 1

Unfortunately, I've slacked off on posting Frontier Bulletins for the Red Frontier for some time. This is due to my own laziness. Instead of writing and posting for each session after the Battle of the Vampires, I'm gonna do a recap and catch everyone up on what's been going on.

Urgag

First up, the two major patrons of of Chaos decided the time was right to attack the forces of Law in the Red Frontier. The Dark Lord Wier and his underling Urgag, the Orc Chief attempted to combine their forces to bring darkness and desolation to the frontier. They failed. But not due to a large battle between the forces of evil vs good. No, it was mostly due to the ingenuity of the players and an outside force. Their plan was to send the orcish forces towards Pottsfort Keep in hopes in drawing out the Lord Commander and his allied forces into a trap. With them away engaging with the orcs, Weir would bring his much larger force from behind to catch the Lord Commander unawares. Once done, they would soon bring their force to lay siege and capture the lone keep.

Before Urgag could make it to the keep, he was spotted by scouts from the nearby Knights of Chick Fa'lar. They soon waylaid on Urgag, but to no avail. Urgag rolled to see if his forces were surprised; they were not. He soon turned his attention upon the hapless knights. I used the same method for mass combat that I used during the battle between the dwarves and albino orcs and that of Urgag's forces when they took the first level of the Old Bastard. Number wise, Urgag's forces numbered about 268, whereas the knights only numbered less then 150. But the knights had two other disadvantages: 1) they were fighting in wooded, hilly country and 2), Wier, along with a small entourage, joined in the battle. Weir summoned a giant demonic spider (from ACKS Heroic Fantasy Handbook) that he road as a mount, and entered into the fray devouring anyone who got in his way. The knights tried to fight bravely, but were forced to withdrawal once over half of their forces fell quickly in battle. Unfortunately they were unable to, due to being forced to retreat uphill and were quickly cut down by the larger force.

While this was going on, a much smaller group of Urgag's forces that was left in the Old Bastard decided to scout around the knight's fort. They arrived around night and with a group of about 50, including about ten giant albino weasels, tunneled underneath the fort and managed to slay many of the sleeping forces. Those that were awakened and trying to scramble to get away, were soon killed. Urgag's main forces travelled to the now captured fort and set it ablaze. 

This ends Part 1.




Saturday, November 26, 2022

Frontier Bulletin 24: The End of Cahn or Vampire vs Kaiju!

Players:

Laughing Fox, Shaman

Dogbreath, Fighter

Hellena Keller, Dwarf Machanist

Laurentius, Cleric

Boldvay, Magic User

Mark, Thief

Whiskey John, Explorer

Plus Boldvay's dog

After being forced to retreat twice, and at deadly costs, the players were taking no chances against the ancient vampire Cahn and his undead army. Some sessions back, the players had found the Black Eidolon and it's manual. The last session they befriended a family of storm giants, the Bunyans. With these turn of events in mind, they quickly formulated a plan. They decided to be back at the mines after sunrise, have Zappos the Wizard to summon and use the Black Eidolon to dig out the vampire horde, and finally get the Bunyans to pour down their holy water upon the hellish undead. Simple, right? Pretty much and it was executed nearly perfectly.

Flying with the giants in their castle Storm-Anvil, the players quickly arrived at the deadly mines as the sun was rising. Zappos began the hour long summoning process of the Black Eidolon. The players themselves prepared themselves. The Black Eidolon, which was just a foot tall black statue, grew into a gargantuan 300 ft tall, animated golem. With Zappos controlling the giant, eldritch weapon, it began to dig into the mine with its mighty hands. 

Soon, many of the vampires began falling from the eidolon's hands, landing into ash. The other undead, ghouls, wights, skeletons, etc., landed on the ground, crumpled and unmoving. Some of the older vampires (probably Cahn's daughters) tried to escape by flying away as giant bats, but were burned away by the sun. . While the eidolon was digging, the Bunyans let loose their pool of holy water to rain down upon the vile dark creatures and flooding the mines. Finally, a black stone coffin fell unto the ground. 

Before the party could get to it, a black, many eyed and tentacled eldricth horror from ancient times emerged from the now gaping pit: a Shoggoth! It grappled with the Black Eidolon who was forced to stop it's digging. Unfortunately for the tentacled, many eyed creature, it proved no match to the gargantuan stone giant. The shoggoth let out a high pitched, artificial sounding scream, and was soon torn apart and stomped on until it stopped moving. 

The players soon raced towards to the coffin. They pried it open to shine some light on Cahn. Clad in his black armor with red bat, he began to emerge while half burning away. Laughing Fox, in a moment of mad genius, covered his naked hand in garlic and punched Cahn in the face. Cahn flinched, but Laughing Fox was drained, again, of two levels. Sad!

Cahn soon succumbed to the rays of the sun, and now only ash lay within his black coffin. Lauerintius had the other pour some of the holy water inside the coffin, just to be sure. With the vampire menace destroyed, the party soon looted Cahn's treasure chambers. And a great haul was obtained! They found many spell scrolls (including Wish!), much coins and gems, and even some magical items, including a pair of Eagle Eyes. In Cahn's coffin, a Rod of Control Shoggoth was found. Zappos claimed this as his part of the loot, while the Bunyans took a share of the coins and gems. After all was said and done, the Bunyans bid their farewells and headed west, and players and Zappos set forth back to Pottsfort.


Sunday, October 16, 2022

Frontier Bulletin 23: Stony Roosters & Dead Horses

Laughing Fox: Shaman, lvl 5

Helena Keller: Dwarf Machinist, lvl 4

Boldvay: Magic-User, lvl 4

Mark: Thief, lvl5

Whiskey: Explorer, lvl 2


The party kept their word and returned to the Power Station the next weekend. They left out on Friday but unlike their last trip, this one proved more eventful. That first night, they encountered a flock of 4 cockatrices who were flying towards the group's camp. Neither side were surprised, and fighting soon broke out. Spells were cast, including Holy Chant, Dispel Magic, Phantasmal force, and soon to follow, Spiritual Weapon. Arrows and bolts were launched as well. Mark used the opportunity to use the Horn of Blasting at the foul creatures. This, while proving very effective, scared off all the horses. Still, not long after, the party emerged victorious. Laughing Fox collected the bodies of the stony birds and the players decided to settle back in for the night and to search for the horses in the morning.

Early the next morning, a couple of the horses comes back to camp. The party soon leaves to search for the others. While most of the party stays in their wagon, Whiskey stays ahead of the group on foot, looking for tracks. They venture towards the northeast, and finally after some hours of searching, stumble upon horse tracks. They lead to a copse where they can see flying above a hippogriff with one of their horses clutched in it's claws. It soon drops the horse, and they hear a sickening wet crunch. The players then notice one of their other horses fleeing from the copse and is headed their way, with about six hippogriffs hot on it's trail. 

The players grabbed Whiskey and Laughing Fox decides to use the fleeing horse as a "snackrifice" so that the party can get away in their wagon. I ruled that each of the hippogriffs have a 33% to continue to focus on the poor horse instead of the party. Two of the hungry creatures made the roll and soon flew off with neighing horse. The horses tied to the wagon see and hear what happens to their equine companion and soon break morale and flee, taking the wagon with them. The remaining four hippogriffs soon chased after the now fleeing party in their wagon! Laughing Fox tried to cast a spell against the flying beasts, but I ruled that since the terrain was rough, he wouldn't have the focus needed to properly cast his spell. 

The wagon manages to stay ahead of the hippogriffs, but just barely. Many in the wagon use their missile weapons, which prove effective. Boldvay uses up another charge for his Staff of Wizardry and casts Fireball. This roasts and drops the pursuing bird horses. They finally reach back to their camp of the previous night, where they find two more of their horses waiting for them. Eventually, they make their way up to the Power Station where they are greeted by the welcoming dwarves. They also find that the Joe Bridger III has finished up the gunpowder. 

They stay the night and Laughing Fox, Joe, and Helena use the combine the bodies of the cockatrices with some of the gunpowder to make grenades that can explode and cause the targets to make a saving throw against petrification or be turned to stone. Nice. They head back the next day and on their way home, encounter a family of storm giants flying around in their cloud castle. I decided that these were the same storm giants that Urgag the Orc Chief (a patron player) encountered earlier in the week. He tried to recruit them but with them being Lawful, they told him to get on and leave them be. I also decided since they're lawful beings, the Bunyans (as Urgag called them) are also good Christian giants. 

They hailed the players and told them not to be afraid. They invited them to their cloud castle, Stormanvil. The giants treated the players well and took them back to Pottsfort. They even showed them their giant pool of holy water that they kept in case they ran into foul demonic or undead creatures during their travels. The players then asked them if they could help them with their vampire problem. The giants agreed, and decided to stay around Pottsfort for the following week. The rest of that story is soon to follow...




Saturday, October 15, 2022

Frontier Bulletin 22: Into the Deep

The Party:

Laughing Fox (Shaman)

Helena Keller (Dwarven Machinist)

Boldvay (Magic-User)

Mark (Thief)

Laurentius (Cleric)

Whiskey John (Explorer)

Henchmen:

Dogbreath

And Boldvay's various henchmen

Some months back, my first patron met his end. Duran Durin, the leader of the dwarves who settled in the western tail end of the Devil's Spine, and who established the dwarven keep dubbed the Power Station, went into a large underground, glowing chamber with a small band of about hundred dwarves to find what had killed the lone dwarf who went scouting said chamber. They clashed in battle against a tribe of albino orcs, and the dwarven survivors never made it back up top to their brethren. Soon after, a smaller force of dwarfs went into the chamber, only to never to return. You can listen more about this battle here

The morale of the remaining dwarves broke and many left. A good many went and stayed at Woodshome, the emerging boom town that has built up around Pottsfort Keep. They brought with them sad tidings. The players went up to investigate, but decided to not explore the cavern. They did give their word to the remaining dwarves that they would eventually go down and find out what happened to their leader. Also, with the help of Joe Bridger III, they began the process of making gunpowder. Finally, the players made good on their word, and returned to face whatever was in the Deep.

Despite the lack of dwarven patrols, the travel up to Power Station was uneventful. After checking in with the remaining dwarven force and on the progress of their gunpowder, the party headed down into the deep. One hundred feet down later, the found themselves in an extremely large, glowing cavern. They were surrounded by a small, greenish glowing jungle of large mushrooms, ferns, and tall grass. The party soon head south, the same direction that Duran went. Tracks were found, and they soon emerged out of the underground forest and into a vast open space. They could hear water rushing far to the east, but continued to follow the tracks. 


About forty yards out of the vegetation,  the players came across a decomposing dwarven body. It was partially eaten and the rest was slowly being consumed by a fungal growth. Laurentius cast Speak to the Dead to get information out of the corpse and asked it three questions:1) what killed him, 2) where was Durin's body, and 3) were there any orcs still living. A voice came out of the rotted mouth in response: "A black tentacled creature killed me,"Durin's body is laying in a field of corpses," and "I don't know."

Laughing Fox decided to ask his ancestors three questions of his own. The first was if there were more than ten orcs alive; they replied with 'no'. The second was if the creature that killed the dwarves supernatural. They replied with another 'no.' Finally, he asked if the party had the man power to kill the creature. This time the ancestors replied with a 'yes, but use caution.' The party continued to look for the remains of the mighty dwarven leader and to avenge his death.

Travel was slow, as the party was cautious as to what might be in the cave with them. Finally, they found the remains of a large battle. There were many corpses, including that of Duran Durin himself. Clasped in his rotting hands was the magical sword Dragon's Spite that he had found. Helena took the sword to give back to Duran's clan when, or if they made it back. 

Not long after that, the party came across the orc village made of stone. While exploring the ancient village, the party fought against some wondering fire beetles; these were soon dispatched. Once done, they faced the imposing, primeval temple located in the middle of the village. It's imposing bat and toad like features that were carved into the stone permeated an eldritch and weird vibe towards those that looked upon it. Before preceding, the party gathered in their battle formation, cracked opened the 20' stone doors, and sent in Laughing Fox's totem animal, the monkey, to scout ahead. While the monkey was scouting, Laurentius cast Bless on everyone. The monkey returned and told of a tentacled, inky black creature towards the back of the temple, near the alter. With this information, the party formed a battle plan against the eldritch creature. 

The party fully opened the ancient black doors and made their way into the blood covered chamber. Inside, the party went through a 30 ft hallway that led into a 60 ft square chamber. Along the walls, they viewed primeval frescos depicting blood sacrifices and weird rituals of humans and dinosaurs to the blasphemous alien god Tsathoggua. Near the altar, right where the monkey said it would be, was the squid-like creature that had killed the surviving dwarven army and forced the orcs to flee: the gloom crawler who was asleep on partially devoured and rotting bodies. Gaining surprise on the unwary creature, the party quickly enacted their plan. Boldvay cast Phantasmal Force to make the crawler think it was trapped inside the cage; Mark quickly blew from the Horn of Blasting to severely wound it; Laughing Fox cast the shaman's equivalent to the Bless spell to further give the party an edge; and the others let loose arrows and bolts into it's hulking body. Boldvay's spell was a success, and so was Mark's use of the magical horn, unfortunately, only Dog Breath managed to hit the creature with his arrow. Still, the battle didn't last long, as the crawler wasn't able to put up much of a fight and was quickly killed. Duran was avenged. 

After the gloom crawler's death, the players began to explore the small temple. The found another large stone door behind the altar covered in runes, but were unable to open it. They found five vases and a black chest under the altar and two side passages, one going east, the other west. They used the monkey to go down the trap door they found in the room that the eastern hall led to and not long after, he came back. He told of a tunnel about 600 yards that exited to a small dock on the western bank of a river. Down the western hall, the found another small room, but nothing of worth was found. The vases contained 200 ep each, Mark tried to open the chest, but failed to notice it was trapped. The trap, being a small needle, injected with a poison and he failed. Thankfully it wasn't fatal, and he only took six damage. 

With the chest now opened, and the players took a look to see what treasures were inside: various precious gems, two spell scrolls, two potions, an ancient elven cloak, and primitive hand axe that had magical aura about it. They quickly gathered their new finds, headed out of the evil temple, and went back up to the above levels of the Power Station. The remaining dwarves decided to let Helena keep Duran's sword and the party vowed to return the next week once the gun powder was complete.




Monday, September 19, 2022

Red Frontier Bestiary: Skinwalkers

Skinwalkers are a rare breed of skin changers. Like their werewolf counterparts, sorcery is used to turn the practitioner to a more animal like state. Unlike werewolfism and other forms of lycanthropy, the magic used for skin walkers is more ancient, more primal, and possibly tied to the Fae itself. Another difference between the two, is that while werewolves take on the characteristics of wolves, skin-walkers don't take on any certain characteristics of any known animal. Instead, their skin sheds and tears off very quickly as their limbs elongate and become more bulky. Their faces, along with their heads, elongate as well, but take on more a leathery, skull like appearance with long, needle-like teeth. Their short fur is the color of black ash, and their eyes become a glowing grey. Skinwalkers are also able to talk to their soon to be victims through telepathy. They can quickly move, including making long leaps. 

Another thing to keep in mind is that even children can be turned into skinwalkers, though a lesser version. And unlike lycanthropes, some skinwalkers, usually the head or older members of their "families" can cast some magic. While susceptible to holy water and silver (only in creature form), skinwalkers can be killed with normal weapons. No one knows the origins of these ancient, vile creatures, but many of the red men tribes have tales of skinwalkers that go back for centuries. Men, women, and even children that have wandered away from their tribe sometimes come back months later, changed, and ready to lead others into this dark path, or even feast on their flesh. Skinwalkers are not known to be solitary creatures. They usually form "families" either formed from actual families, or from various individuals of different tribes. Keep you settings in mind, especially on warm nights, and keep an ear out for strange voices when you're out in the Red Frontier. You know never know who or what is watching you, especially when you think you are alone. Though in the Red Frontier, you're never truly alone.

Skinwalker Stats:

Frequency: Rare

No. Appearing: 1-8

AC: 5-3

Move: 15"/18"

Hit Dice 4-6+2

%In Lair: 25%

Treasure Type: E

No. of Attacks: 2

Damage/Attack: 1-8/2-12 (1-6/2-8 for younger members)

Special Attacks: Older members and heads of families cast spells, usually Charm, Sleep, Hold Person

Special Defenses: Nil

Magical Resistance: Standard

Intelligence: Average-Exceptional

Alignment: Chaotic Evil

Sizes: (In creature form) M-L

Psionic Ability: Telepathy



      

Wednesday, September 7, 2022

Frontier Bulletin 21: A Trip to the Haunted Castle Part Two

Laurentius (Cleric)

Boldvay (Magic-User)

Mark (Thief)

Whiskey Jack (Explorer)

Plus Boldvay's various henchmen


Oh yeah! A second trip to the spooky castle! For this session, the party is joined by newcomer Whiskey Jack, a level one Explorer. Woo-hoo! The party arrives at Zappos's place and ask about any info he may have gotten from his snakeman prisoner. He replies that he did. The rest of the snakemen are low in number, maybe eight or so left, are lead by a snakeman wizard, and are indeed holed up in the northwest tower of the castle. The party pays Zappos to teleport them right outside of the castle and they soon began their way to find the vile serpentmen. 

Instead of making they're way through the courtyard and castle proper, the party heads to the castle's northwestern tower and decide to climb up and try to find and retrieve the Black Eidolon manual. Moving around the mote, they quickly found the tower they sought. Before scaling it, invisible was cast on the thief Mark who also carried a rock that had Silence cast upon it. He slowly made his way up to the western window on the second story and once inside, placed the rock down and attached his rope to the opened window and threw it down for the others to climb.

While they were taking their time to climb up, Mark saw that the room he emerged in contained four snakemen and what appeared to be human with a grayish pallor and adorned with many stiches sweeping the floor. Out of the four snakemen, the apparent leader, robed in a black cloak with various insignia and zodiac signs, was at a table containing various alchemical instruments and other equipment. He seemed to be preoccupied. The three other snakemen hadn't noticed Mark, but instead had their backs turned away from the window. Another table in the room had a glass dome over it with various magical items inside. The rest of the party finally made it through the window quietly and quickly surprised attack the snakemen. Their surprise was successful and soon all the snakemen were on the floor, dead. The other creature inside just watched as the players hewn the serpent folk down.

Laurentius realizes the creature is a sort of undead type and used turn undead on it. While he made the number he needed, it failed. The creature then tells the cleric that his turn ability has no effect on him as he is indeed alive, but made from various parts of different human corpses. He lets everyone know his name is Frank and that he's a patchwork of body parts brought back to life by the liche Aristide Malevol the Patrician, another member of the vile family that calls Castle Xyntillan home. He goes into the adjoining room and soon the party hears various clicks and buzzing. The glass dome on the table lifts and they plunders the table's contents. The items they recovered are: 1) a journal made of human skin, 2) a spell book with various level spells, 3) a gold and onyx sacrificial dagger, 4) a Ring of Spirits, and 5) a Staff of Commanding. Not bad at all.

Frank then reemerges and tells the group that the fowl liche has been away for some time, and during his absence, the Black Scale gang has moved in. He also tells them that he hasn't helped them much and has mostly stuck to his own business. Frank also let's them know that there isn't as many of the snakemen left. Next, the players move into the side room Frank just left only to find strange metal contraptions, with electric buzzing and humming. They soon left. After that, the party sees some stairs leading down and make their way to first floor with Frank in tow. Emerging out of the stairway, they see two snakemen throwing another one of their kind into what seems to be a pit of acid. Whiskey Jack charges the snake men, who being surprised, all manage to fall into the deadly acid. Unfortunately, the snakemen managed to splash some acid on Whiskey, who took some damage. They're quickly dispatched. After that, they dispose of the bodies by throwing them into the acid pits. Searching around the room, they see a large magical mirror and a pedestal with a black and eldritch tome. Frank clues them in that the liche uses it to go to different places and is usually gone for long lengths of time. 

Before leaving to go back to the teleportation spot, they get a bright idea to deal with the liche. Finding a rug in front of the mirror, the party moved it of over the acid pit, weighted down (or tied down, not quite sure which) each corner to where it was tight and level, placed the pedestal on the other side of the rug (with the book on top), and finally placed the mirror in front of the rug. This was done in hopes that one day the liche would return, climb out of the mirror, and walk onto the trapped rug, and finally fall into the acid pit as said rug collapsed. Here's a picture: 

After all that, they finally left the castle unharmed and returned to Pottsfort with treasure and Frank in tow. Frank was convinced by Laurentius to join the church, and the players, over the next few days of down time, quietly went back to the castle (with help of Zappos's magic mirror) and carefully retrieved the very expensive lab equipment from the second story of the laboratory tower.


Sunday, August 28, 2022

Frontier Bulletin 20: A Trip to the Haunted Castel Part One

Laurentius (Cleric), plus his Henchman

Boldvay (Magic-User), his 3 Henchmen, and Slave

Mark (Thief), 2 War Dogs


So with only two players this session (one playing both Boldvay and Mark), and with not much else to do, our team decides to follow up the lead for the search of the Black Eidolon Manual. They sought the aid of Zappos to teleport them to the Castle Xyntillan, which is located on a hill in a swamp northwest of Rivertown. He happily obliged and and charges them the friend price of 350 gold for the whole group. They knew to expect a gang of snakemen, but didn't know what else might be waiting for them in the long deserted castle. Oh, and for this session and the next, I'll be putting Melan's excellent fun house module Castle Xyntillan to use. Also, check out his blog here.

"Wait!", I hear some of you shout. "The BROSR is against the use of modules!" This is mostly true. Most modules or "adventures" are nothing more than premade stories that are the antithesis of what D&D is about. Older modules, and some newer ones are simply that: modular. They're like legos, just something you can plug into your game with no fuss, no muss. Unfortunately, most DMs use models as a crutch, instead of not making their own adventures, dungeons, etc. Also, a lot of modules aren't playtested or are just crap. Castle Xyntillan on the other hand was playtested for two or three years, is totally modular and even comes with a local town the players can visit if you want to use that. It's also a "funhouse" type of dungeon, which is something I normally wouldn't care for, but this one caught my eye. I usually find them to be too silly, but I noticed that Xyntillan seemed to lean more into the Hammer gothic horror, which was a big seller for me. Plus, I bought this before I got into the BROSR and I figured, why not put it to use in my game?

So back to the session. Zappos teleports them into some bushes in front of the castle and the party begins their search. They begin by scouting around the mote of the decrepit keep, and finally take the main road into the structure. The adventurers find themselves in the courtyard and eventually head into the northern of the two ruined gate towers. Inside, they open the door that leads into a hallway. Making their way north, they find another door and before trying to open it, they put their ears to it and listen. On the other side they can hear two snakemen "talking" to one another. They head back a bit, grab a rock from the rubble, have Boldvay cast Silence on it, and hold on to it as they open the door (it was unlocked). They surprise the two snakemen, and quickly take them down. This room was another tower, the so-called Garden Tower. They quickly find another door on the right that lead back into a semi-secluded part of the courtyard. Walking around, they find rose vines growing along the path. It became obvious that flowers were trying to attach themselves to player in order to slow them down. (I read this wrong. In the book, it's the hands of rotting corpses that the rose plants feed off of that try to trip up players. Still though, it worked out.) Realizing what was happening, they set fire to the roses and the plants shrunk back to the wall. The party soon made their way to opposite door. Before trying the door, they looked through the window beside it and saw the inside of a hallway and not much else.



They door was neither locked nor trapped and the adventurers made their way safely into the hall. They soon heard sounds of heavy galloping on the other side of the wall to their north and east, and decided to go through the door in the middle right of the hall. The party make they're through a room with rotting banners, another with a violent whirlwind, and finally, a room just north of the one with the whirlwind. Inside they could hear a woman singing as she was putting up bloody linens to dry. Turning around, it was revealed that she was werewolf! Instead of the attacking her the party decided to parley with her. She responded in kind. They asked her about the snakemen and where they might be located within the giant keep. This seemed to aggravate her and she quickly let them know that the serpentmen were intruders here and have been causing problems. The wolf-lady told them that the snakemen were located in the very northwestern tower. She soon gave them directions to get there, to be careful of one of the undead members of the house and his monstrous menagerie in the north, and that she would also tell the two dream horses (the cause of the loud galloping) to settle down so that the group could get through.

They gave her their thanks as she led them back to the hallway with the dream horses. She yelled to the fantastic mares to stop and told the players that should hurry to get to the other side before the horses started again. Our adventures quickly made their way through the hall and noticed bloodied and torn corpses of snakemen and the two "horses": one a violent storm cloud, the other a burst of light. They made their way to the left door. Not long after, they caught six more snakemen unawares, and with surprise, three backstabs from the thief, and other attacks, quickly killed all but one of the vile serpentmen. not knowing the full numbers of the snakeman and thinking they might not be able to avoid the undead hunter, they decided to head back and leave the castle grounds. They managed to snake their way back through the various halls and chambers, and soon found the teleporter that lead back to Pottsfort. After returning, they told Zappos what they found, and left the snakeman there to be interrogated by the wily wizard.


Sunday, August 7, 2022

Session 18: Meatball & The Hypnoblade

Players:

Laughing Fox - Shaman

Quirkus - Elven Spellsword 

With Mummy Rot contracted, Laurentius, Laughing Fox, and his henchman Dogbreath seek help curing their ailment. First they think of Brother Took, who and his knights reside in the keep that the party found the werewolves all the way back in session five. They also believe they could explore more of the ancient city around Crystal Lake once they're cured. Before setting out, they think that maybe the curious wizard Zappos could possibly cure them of their annoying curse. They go to him and seek his aid. Not expecting this, I decide to bust out the Tome of Adventure Design and see what I can randomly come up with. A few rolls later, I've got what I need! 

Zappos informs them that he does indeed have enough Remove Curse potions available to help them, but under the condition that they travel to Rivertown and bring back The Hypnoblade that he's loaned out to a mob boss named Meatball. Meatball has made his headquarters in an abandoned warehouse he's named the Pasta Bowl. He tells them to save time, he will let them use his magic mirror that will teleport them there and back again once they are finished. Zappos also informs them the last time he had dealings with Meatball, the man only had about three thugs working for him. Laughing Fox then contacts his ancestors and asks if they know anything about Meatball, what time would be best to obtain the magical dagger, and how many men Meatball has working for him. They respond with yes, that the party should go at night, and that he does have more than three thugs. With that, they head through the mirror to Rivertown.

Laurentius's player leaves his cleric behind with Zappos and takes his elf Quercus. They also bring with them five charmed black panthers, now dubbed the Jackson 5. They emerge from the portal at the front of the warehouse at night. They split into two groups, with Laughing Fox and his group exploring the east side of the building while Quercus takes the left. Before splitting up, they see a bloodied and wounded man emerge from the west side of the building mumbling about serpent men of the black scales. He soon expires. Laughing Fox takes the east side of the building, while Quirkus takes the west side. They make their way around to the back of the building and Quirkus with his elven abilities, soon finds a secret door. Before entering though, emerging from behind Laughing Fox, a group of Craymen try to attack the reunited party. While the craymen numbered seven, the our two heroes, along with their henchmen, made short work of the walking crustations. The party finds on the craymen four craygod idols made of electrum and thirty silver arrowheads, worth 100 silver each. They soon unlock and enter the secret door.

After they make their way in, the soon find dead bodies of Meatball's men and craymen. Looking around a bit more, they soon find a trap door that leads to a basement level. Inside they find a dead crayman killed by a trap and catch two serpent men and three craymen unawares as the look over the body of a very fat man. Before surprising the scaled folk and their henchmen, the party hears one of the serpent hiss out that "Master Skale wants the Black Eidolon found." The party gets the jump on their foes, and soon emerge victorious, with both snakemen and their (water)bugmen joining the dead. Looking over the dead human that the serpent men were examining, Laughing Fox realizes he matches the description given to them of Meatball. They find three black keys on his body.

Further exploration in the underground level soon reveals Meatball's office, along with three chests made of black oak and black iron. They use the keys they found and are successful in opening all three chests. What they find is an assortment of treasures: folders of blackmail, various gems of high quality, ten gold bars, the Hypno-blade, and what appears to be a footlong, primitively cut, statue of a man. They believe this to be the "Black Eidolon" the snakemen were looking for. Knowing that there's a bounty for the heads of the vile snakemen race, the two adventures take the heads of their downed foes and retreat back to where the were teleported to by Zappos's mirror. They arrive back in Zappos's store and tell them what happened. They turn over the blade and let the eccentric wizard look at the Black Eidolon. He believes this to be an ancient magical weapon that could cause catastrophic destruction but needs to find more information about the relic. Before leaving, Zappos cures our heroes and they soon turn in the serpent men heads to the lord commander for their bounty in which they recieve 1,000 gp for each head.


Saturday, July 2, 2022

Session 17: Harley's Death and Wirrow's Trail of Tears

 Between session 16 and this one, Wirrow Warren's patron rolled some encounters for his small domain. He came up with a travelling level one fighter whose name I've forgotten, and a twelve headed hydra. Oh boy, it's a big un'! Over the weeks that the players travelled to and from Rivertown, Harley the river dragon they made friends with, was staying at Wirrow's before heading up river to the Old Bastard. Then the twelve headed hydra showed up. It gained surprise on the likeable river dragon, and in one round managed to tear the poor beast apart. It didn't spare the hobbits either as it then claimed the Bloated Badger as it's own. Wirrow and his hobbits fled to Woodshome and since then began selling whiskey out of the back of his wagons. He's also put a 10,000 gold bounty for the death of the hydra.

Finally returning from their trip to Rivertown, the players heard the sad news and began making plans. Laughing Fox, over the week back, managed to recruit a small army of giant catfish, and Boldvay hired a local "scout" to go and see what he could discover about the hydra in it's new domain. He never returned. After a bit, they decided to head back down to Crystal Lake and retrieve the crab mech. On their way there, they came across twelve mummies wondering to the side of the road. After a long battle, including the use of Web, Holy Word, and Holy Weapon, along with their magical weapons, the team managed to decimate the vile dust bags. But some of the party, including Laughing Fox, Dogbreath, and Laurentius contracted Mummy's Rot. That said, the began to follow the mummies' trail and by afternoon found their tomb.

Inside the tomb, they found twelve sarcophagi, an evil altar to the ancient being Yog-Sothoth, and four treasure chests. They managed to unlock three, one containing 6,000 electrum pieces, a second with eight ivory skulls worth a 1,000 gp each, and finally the last, which contained 7,000 gold pieces and a silver scepter with a bloodstone carved into the shape of Yog-Sothoth. They left and put the chests on the wagon and continued to spider lair with the crab mech. Reaching their, they retrieved the mech and began the march back to Woodshome. On their way back, the encountered two giant black widow spiders which were quickly dispatched and later, five black panthers. The panthers didn't attack and seemed curious or in awe with the crab mech that was being piloted by Hellena Keller. The group charmed the beasts and them and the panthers finally reached Woodshome and look for a cure for their Mummy Rot.


Total XP: 

4 Hench: 1,063 XP each 

Players:

(0%) = 4,251 XP 

(5%) = 4,464 XP 

(10%) = 4, 676 XP

Happenings and Going Ons in the Red Frontier Part 3: The End?

With a combination of procrastination and laziness, I've neglected updating this blog for awhile now. I owe my players, and you, the rea...