Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

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!


Saturday, January 8, 2022

What's this all about now?

 

My original idea was to use OD&D, but since this test session was kind of spur of the moment, I decided to use the Adventurer, Conqueror, King System or ACKS for short cause I already knew it, or some of it due to play in bdubs1776 most excellent game. It can be found over hear: https://bdubsanddragons.blogspot.com/. It’s a great system, and probably the best of the OSR rulesets. It’s based off the old Basic versions of D&D, but pretty much surpasses those. It has the tools needed to design the setting from the ground up, including rules for economies and mass combat. There’s more to it, but I highly recommend you check it out. It also combines some elements found in later edition of D&D, like proficiencies, which are a combination of skills and feats. Though unlike those versions of that game, these are optional but also never feel like they get in the way of actual play. And unlike the B/X version of the game, this is less horror pulp, and more gritty sword & sorcery similar to that of Advanced Dungeons & Dragons. Though that’s not to say it’s not a horror game, it is essentially D&D after all.

But what house rules? Do I use them, and if so, how many?

Not many, as I’m not the biggest fan of making a bunch of house rules. One should play the game as written first, and only make rulings and house rules for things the game doesn’t cover and maybe a few that emerge from actual play and that suit your setting. With that said, there are two rules I’m starting with out of the gate: 1) to switch from individual initiative to that of group initiative. This isn’t as much of a radical change than one may think as D&D from it’s first edition to that of even 2E all use group initiative. It’s faster and meaner. And I like it a lot. 2) mostly that not all races and classes will be available. This is mainly due to The Red Frontier being a homebrew setting, and at the moment I don’t see the need or want to use those that are tied to ACKS in game setting, Auron. Not a bad setting mind you. I dig the late antiquity vibe with a pseudo late era Roman Empire in decline setting it goes for. But I really want to do my own thing. Mainly I’m inspired about the earliest of settings: Greyhawk, Blackmoor, the Wilderlands. But also that of Rick Stumps own setting Seaward. Go check his blog out: https://harbingergames.blogspot.com/.






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...