Showing posts with label Patrons. Show all posts
Showing posts with label Patrons. Show all posts

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!



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, 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.




Wednesday, April 20, 2022

Session 10: Vampires at Dusk

After two weeks of not playing, we return with Laughing Fox, his two Chickasaw warriors, Laurentius the Cleric, Mark Tarvar, Longshakes, and Oldvay the Mage. They decided to set out to one of the abandoned mines in the western section of the map, The Lowland Hills. But let's back up and go over a few things first. First up, back in early Feburary I believe, I put up a hook about how no one in Pottsfort had heard of John Molan and his mining crew in some months. John had one main mine in the south of the Lowland Hills and had decided to reopen an abandon mine in the northern part of same region. Then months go by and...nothing. Mayor Tallwood becoming concerned let word go out that he was looking for anyone who could go to the mines and find out what's become of John Molan. One man answered the call. The mighty warrior Kothar and his twelve Krulls (think knockoff Beowulf and his twelve Danes but with a knockoff Conan name.) Kothar hails from Krullsway, and was once served as captain of the King of Ieston's Guard. Kothar is also a patron. Of sorts. Like Ruthless Bill, Kothar really isn't a high level domain ruler settled to one place like that of Duran Durin, Wirror Warrens, and a couple of unknown patrons that currently reside on the Red Frontier map. Instead he's more of a rival party of sorts. But instead of being controlled by me, he's played by another player. When coming up with patrons for my game, I didn't just want some domain level patrons that could give PCs quests. I also wanted some mid level patrons that were more like adventures that could possibly rival and even effect the game the same way players could. Not all movers and shakers need to be high level lords and what not. 

So during the last little awhile, Kothar took his men to the north mine. The first time was a bit of wash due to him never making it there. Instead, he fell upon a group of ogres. Though prevailing against such giant brutes, one of his men became permanently crippled. He returned to Pottfort and told his tale of ogre bashing. A few days later, Kothar left out once more and this time made it to the mine. Almost there he found a pack of wolves gnawing on a dwarven corpse. He quickly put down the canines and followed the dwarf's blood trail. It lead directly to the mine. One thing was unusual about the dwarf. He had a rope tied to his leg. 

Arriving at the mine, Kothar went through the adjoining buildings one by one, not finding anyone home. Or alive. Instead he found a journal from the Bodlum the Dwarf, Molan's second in command. Seems Molan requested Boldum's aid for the southern mine. They had found something big and needed all the help he could spare. Bodlum set out south with most of his crew, but left two of his sons to guard the mine while he was away. Kothar delved into the mine with his men. Eventually making to the large northernmost chamber they saw on a map, they encountered a nest of sleeping trolls. Kothar lead his men back out and decided to set a trap. He began to set the outside buildings that connected to the hill where the mine was located aflame. Then, he and a few of his men quickly ran back into the mine to purposefully awake the slumbering trolls. Once aroused, the trolls soon followed the humans back to the entrance. Kothar and his men dashed out of the burning buildings, and the trolls were soon consumed in the raging inferno. None survived. 

Once the flames died down, Kothar went back in once more. This time he found the trolls nest empty, except for their treasure and the remains of a dwarf. Along a wall, there was a cut and bloody rope bound to a steak placed into the wall...After this, Kothar returned to Pottsfort with his loot and his tale of the trolls demise.

Not long after, Wirrow Warrens, with things around the Bloated Badger being fairly quiet, and catching the bug of adventure like most hobbits of his stripe, decided to head out to the southern mine. He took ten of his best hobbits with him, including his uncle Wirriam the Cleric. This was on Wednesday, the 13th. Going on foot due to a distrust of horses, Wirror and his compatriots arrived at the southern mine on midday Friday, not long till dusk. Hot on his trails were brave and hardy players. They themselves left the Bloated Badger Friday morning and arrived there at dusk. Finally there, the met up with Wirrow and looking about the buildings connected to the mine, they find no one. But they do find signs of struggle. And old blood. A lot of old blood. A map of the mine and it's floors were also found. They also took a look at the journal of John Molan that Wirrow found earlier.

Of note, they found some of the entries to be helpful: "While mining, we broke into an entrance, one that had steps going down. We began exploring and mining, finding large quantities of gold." Another:  "I've begun to hear whispering. I've sent word to Bodlum in the north mine for help. Every hand that can be spared."

"The whispering is compelling me to go further. Five of my men have gone missing. Maybe it's the sasquatches lurking. Doesn't matter, we have to keep digging. He's calling me. And his daughters."

"More men go missing, but Bodlum has arrived and seeing the piles of gold, is eager to get started."

"SUCCESS!!! They found the Black Door! It's cold now. We've found him! And his beautiful daughters!"

"All will be his."

Our party, with Wirror and five of his men, set out to plunder the black depths of the mine. Before heading to the second floor, the party headed to northeastern chamber on the first level. The map indicated that there was some sort of fountain at the back of the room. After a few turns, the party found themselves in the middle of the chamber. Instead of the dry and dusty hallways of the mine, this chamber was wet. Walls slick with water. Puddles on the floor. And dripping from the ceiling. They saw the fountain at the back wall. It was ancient. It appeared to have ornate designs of bronze frogs imbedded along its pedestal. Stepping closer, the party saw a large grey bubble emerge from the closest puddle. It became elongated and tried to attack the party. The hobbits and others slung bullets from slings, arrows from bows, and even a dagger. While most of the missile fire had some effect on the oozy creature, the flask of burning oil had no effect; it merely shuddered it off. Not long after, the party retreated back past the door while the oozed lunged forward towards them. It quickly recoiled after emerging into the drier air. Seeing this, the party once again continued their attacks and finally slayed the grey blob. 

Returning into the chamber, they soon approached the fountain. It's water was a clear blue, and a small spout of water in the center kept it from being totally placid. Laughing contacted the spirits of his ancestors for guidance on what to do. They didn't prove helpful. None of heroes were brave enough to drink from the fountain, but Laughing Fox did collect some in a vial. The party finally left and headed down to the level beneath. And immediately had to make saving throws against spells. Some passed. Others failed. Those that failed began to hear a man whispering in their head. A man wanting them to come closer. That he needed their help. And they heard the voices of young women as well. Wirrow began to urge the party forward, that they needed to help these poor souls. Confused, the ones who didn't hear anything shrugged and soldiered on. The shafts and chambers became colder and colder as the went along. And the whisperings become closer and louder. 

Finally, the group reached an opened large black stone door. An orange unholy light greeted them. Inside they say a large chamber with several black marble columns thirty feet high. And braziers with orange, hellish flames. They tread on a floor of black stone tiles. The whispering had stopped. Not far off, they saw a ledge that dropped off into the back part of the abyssal chamber. They found a set of ebony steps leading down. More columns greeted them. On the other side of those columns were six shallow pits. And at the end of the chamber sat an ancient altar decorated with demonic bats and other creatures from Hell. And upon that altar laid a large stone coffin. 

Before approaching the coffin, the party explored the chamber and found inside the pits were corpses of men and dwarf. And those corpses began to stir. Flasks of oil were thrown, and both Laurentius and Wirriam used turn undead on the waking cadavers. Success! Many began to flee around the chamber, only to hit the walls that enclosed them. The adventures, with the help of the hobbits, made short work on the zombies. And then the lid of the coffin began to slid open with pale, white, elongated fingers reaching out. The source of the whispering had awoken. As quickly as those ancient appendages poked through that hellmade room, Laughing Fox threw a vial of holy water and hit the hand with full force. It began to burn and the players that they could hear a man scream out in agony. But he taunted them, and said it wouldn't be enough! Soon both Laurentius and Wirriam once more used turn undead, but both failed. Their power was not enough to ward off that undead demon. Out of nowhere, three swarms of rats emerged from black mists and set upon the party. And our vampire came fully forth out his coffin, ancient, pale, adorned in a black cloak and ancient plate armor and eyes that glowed blue hate.

The party realizing they were in over their heads, began to run away. Unfortunately, Wirriam was dragged down and eaten by one of the swarms of rats. Laughing Fox picked up Wirrow and carried him on his back. Another hobbit was placed on Oldvay's wardog Conan. After being bitten by a swarm, Longshanks managed to get up and flee. And so did the others. Before he could get out, Laughing Fox was attacked by the vampire, who had let them know he was called Caln and had intentions on feasting on their blood along with his daughters. Vampires, like most undead, drain their levels once physical contact is made. And being a vampire, according to ACKS rules, he will take twice as much. And so before escaping his attack, Laughing Fox was drained two levels. Scary stuff here folks. Scary stuff indeed. After escaping Caln's grasp, Laughing Fox and the others ran out of the chamber, and emerging behind them, not in his human form, but in the form of a giant bat, Caln gave pursuit. 

It was a good ways back to the entrance of the mine and the party had to take many sharp turns getting there and with a viscous vampire on their heels, it wasn't going to be easy. Now, ACKS has some rules for evasion. One in particular is about making hard turns:

There were about six or seven hard turns they had to make to get back at the beginning of the first level of the mine. I'm not going to go in detail for each player, but will give you the highlights. Longshake failed his first save. He soon heard the calling of Caln's three daughters. On the opposite end of the hallway, past the Black Door, Longshanks could see out of the corner of his eye three pale women making their way to him with two, withered looking men by their sides. Caln flew past him and continued to zero in on Laughing Fox and the other characters. Longshanks soon fell to the daughter's charms, and made his way into their ancient embrace. Laurentius failed his second saving throw and while getting up, decided to go back and try to help his companion. Taking a scroll of Warding from his pack that the group had found some sessions before, Laurentius spoke the spell aloud and made his way to Longshanks. Unfortunately, he was too late. The hapless fighter had succumb to the demonic creatures' wiles and bloodlust. He was drained of all levels and soon perished. Laurentius ran as fast as he could before his spell wore off.

Laughing Fox managed to pass his saving throws, but Oldvay, Joe Bridger, and the henchman Big Nose did not. They each in turn became victims of Caln's hunger. Halfway through, Laughing Fox decided to drink the vial of fountain water he collected earlier. Since his ancestor spirits were indecisive in their help on the usefulness of that eerie water, I made Laughing Fox's player roll a Save vs Poison. Failure would be immediate death. He barely passed. Our shaman managed to spit out the water just in time before it killed him. He kept running. Eventually both Laughing Fox, his surviving warrior Dogface, Laurentius, Mark Tarvar, and the remaining hobbits reached the first floor and the outside was in sight. And Caln was nearly on them. Laughing Fox decided to use his prestidigitation ability to make it appear that sunrise was coming and light was pouring through the door, all in the hopes of warding off their deadly pursuer. Laurentius, who while behind the shaman, saw what he was trying to do and cast light to aid him in the illusion. I agreed, but Caln would be able to make a saving throw against this act. He failed. Fearing that he would soon be engulfed in flames due to the rising sun, Caln retreated back to the second level, cursing the party and letting them know he wasn't through with them. But they weren't out of the woods yet, so to speak. They still had Caln's ravenous daughters tailing them now that they were through draining their fallen companion. I too had made a saving throw, and like their father, failed. The surviving party hightailed it out of the mine, gathered the hobbits on guard, and left the mine behind them as they made their way back to the Bloated Badger.

Total XP

Laughing Fox, Shaman (0%) = 132 XP

Mark Tarvar, Thief (10%) = 145 XP

Laurentius, Cleric (5%) = 139 XP

Dogface, Henchman Fighter (0%) = 132 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...