Monday, 21 October 2019

Belswick 9: Escape from the Isles of the Dead

Last session, the party managed to murder the wizard Vedric von Vermis in his favourite bath house, but ended up paying with their lives. This session, they make a shady deal to escape from the Isles of the Dead and take triple revenge on the asshole spellcaster. Returning to life, they get to raid Vedric's tower, a restocked Arcanist's Mill.

...it's an interesting thing to see the group so viscerally enjoying the punishment they get to heap on the wizard Vedric von Vermis. Interesting because I'm not quite sure where the feeling comes from.

Tilbørd's player fills me in after the game: not only is the guy thoroughly unpleasant, or trying to kidnap an NPC they've taken a liking to, he's clearly out of their league and happy to rain death on poor villagers (even if those level 3 villagers pack a punch). Most damningly, Vedric managed to escape, barely, the first time they met. (Thanks to this good advice!)

"You cannot imagine how good it was to end that bastard", Tilbørd's player tells me. The party definitely earned this victory.

CREW

  • Tilbørd, a nosy human priest of the Authority with more supernatural deals than he or we can count
  • Lomin Mor, an elf thief who masquerades as dear old Lady Olga of the struggling fief Cullfield 
  • Mike, a human druid/fighter with the grand wish of starting a big animal sanctuary 
  • Guy, a human diviner who hunts smugglers and other rogues while looking after a crippling 10,000 gp college debt to the Lodge of Augurs and Diviners
  • Aju, a hammerhead shark-fishling of the barbarian persuasion, looking for the magic amulet that will turn him into a regular shark again (absentee player)
Paper mini's and a handcrafted gallows out of cardboard. Inspiration: CardboardDM.


SETTING THE SCENE

The party remembers dying. They are woken by a bell ringing someways in the distance. They wake up side by side, swinging from the gallows. The rope hurts like hell but their lungs don't burn. Crows circle overhead. "Give us your coins and we'll set you free! *snigger*" Two copper coins in their pockets - their favorite clothes, but all their belongings are gone. Lomin alone has no coins.

Some acrobatics sets the group free. As they look at each other and speculate in what part of the afterlife they are, they notice weird details. Aju seems to flicker between a full shark and a fish-man. Lomin looks his usual self. Mike and Guy each have a weird spectral tentacle emerging from the back of their head, trailing off into smoke.

And Tilbørd? Oh boy. He's covered in spectral markings. A black flame tattooed H on his left forearm from the smugglers of Harkness, an third eye amulet on his brow, hands blazing with the Radiant Maiden's golden light and the voice of the Authority in his voice. His breath, not that anyone came close enough, smells like that of a ghoul.


Arnold K's Isles of the Dead are great to have in your DM binder. Just knowing that you can continue play even after a total party kill is freeing.


EXPLORE AND ESCAPE

The party explores the island. From the belltower, they can see a larger island up north, and smaller islands to the east. On the main island is a forest, a tower that can't make up its size and a hill with a shining silver-golden light at the top. They head for a dock on the island they're on.

Passing the gallows again, they find a familiar face: their victim Vedric von Vermis! He wants to team up to escape, but the PCs only tie him up tight. When they walk away, suddenly black-gold light blazes in a circle on Vedric's chest, draining away almost all of his soul; he's now see-through and expressionless and drifts off to the dock.

The water is quiet as the grave, a mirror surface you can't see below. "We're NOT swimming in there", my players decide. Wise, as it's chock full of angry skeletons.

The mute ferryman demands two coins from each passenger. Lomin nor Vedric are fondly remembered among the living and they have no coins. But there's another way: the ferryman offers his oar. Vedric, listless, agrees. The moment his hands touch the oar, grey floods his transparant flesh. For the rest of eternity or until he can convince someone to take his place, he is now the ferryman of the Isles of the Dead.


ESCAPING JUDGMENT

Ferried to the main island, the party discuss where to go. Face judgment? Their feet didn't sink as deep into the sand as Vedric's did, but it's clear their souls aren't clean. (None of them ever prayed for forgiveness or bought an indulgence.)


A line of people snaking up the hill, the tower behind the dark wood - neither are appealing, and the party opt for the third path. On a rocky outcrop they find Mary, crying for a devil to take her back to the land of the living. Tilbørd looms close, eyes her. "You called me?" It turns out Mary wants to return to life to warn her sister Agnes not to marry Edmund, her murderer. Tilbørd assures her it will be dealt with and sends her up the hill, presumably to be judged.

I'm not sure what the penalty on impersonating a devil is.

From the outcrop, the party can see a structure on the small island to the east. At the beach, they are greeted by a shade of someone they knew and helped. This shade helps them across the water via an invisibly submerged path. Each sees another person:
  • Mike sees his father, killed by a cult to Outsider horrors;
  • Lomin sees his fiancée, murdered by his princeling brother;
  • Guy meets his sister who he thought was alive, poisoned by agents of a Baron Ballumbie;
  • Aju greets his wizard friend Nunawe, a turtle-ling;
  • Tilbørd is surprised to see the hapless Swanling merchant Dinadan, his heart burst by the spectre riding him for spilling secrets to Tilbørd.
Charon, etching of Gustave Doré (from)

THE BURNED CHURCH

Brimstone fills the air near a ruined church on the easternmost island. There is a defaced statue of an angel, six-winged and four-faced above an altar, split by a crack in the ground. Red light and heat from below. Buddy, a shadow dwelling demon in halfling form, offers to bring one person back to life if another will offer his soul for eternal service; or two souls to bring back three.

To bring back the entire party? Murder the judgmental angel on top of the hill. Or, I improv off-hand smuggle Buddy to the world of the living by letting him ride one of the party for five months.

Mike's player is down with that shit. He hands me a note with five demands: no children or animals hurt, not in the barony where the party lives; a week instead of 5 months (he agrees on 5 weeks), and a reward of 1500 gold.

"...You're asking him for money?"
"Sure! Gotta build that animal sanctuary."

This will become interesting. Belswick's demons are...different. Buddy has secured the right to ride Mike's buddy for five weeks "to do something about a priest", but he's not starting that clock just yet.

A raft is quickly constructed out of skeletons and crows serving Buddy. All sneak aboard and cast off to the east. Under the waves, hundreds of skeletons turn their skulls to see the strange ship go by.


BACK AND ON THE CUTTING BLOCK


The party wake up in a cave, armored in full plate and lying on ritual altars. Seems someone has hauled their bodies away from the bath house. Whoever did so was planning to use their souls to animate these constructs, but called it a day and left them to continue the next day. Sleeping bodyguards in a room nearby, still with the burn marks from Vedric's final fireball. Lomin economically slits their throats. In a ceremonial room they find another armor, with Vedric's body inside; a glowing coin/medaillon on the chest holds the remains of his spirit from the botched ritual they saw happen on the Isles.

"We take his head for Liselle, his body to give to the ghouls, and the soul coin because I bet we can think of ways to pester this asshole with it."

Sneaking on, the party finds themselves emerging from a cave system under Vedric's water mill / tower. Under the millstones is a room with a lightning apparatus that is used to energize the plate armor constructs. A voice calls down: "My name is Vedric von Vermis and you are trespassing in my tower!" Apprentices trying to stand in for their master are just adorable.

The animated armors are bull-dozered aside by Mike, who wildshapes into a bull for the occasion. The apprentice, Disguise Selfed as Vedric, is pushed down a hatch by bath house owner (and assassin) Seymon, who decides to make a run for it. Apprentice goes down in a flash, Mike (heavily wounded AGAIN) shifts into Wolf shape and runs down the assassin, who has at least 5 levels on him. But no way to gain sneak attacks, and the party joins up to bring the murderer down in seconds.

My restocked version of the beautiful Arcanist's Mill by Jonathan Roberts. (Added the bridge and docks myself.) An awesome place hanging over the edge off a cliff. Full of accidents waiting to happen like massive turning axles and grindstones and rickety bridges over a deep drop to the rocks. Decidedly easier to fight your way through from the catacombs at night than via the locked and warded front door.

JUST REWARDS

It is, finally, time to rest and then ransack. Find the list of loot below. "Hey, if we're in Lord Vennax' territory, we don't have to pay taxes to that bastard!" How quickly they learn.

We time skip weeks to make all that possible. And next session? There'll be a Bard in town who can spin tales of scary dungeons to loot - the players can describe, then I get to roll to find out what was rumour, what was true and what twists I get to add. In addition, I've asked each player to send me ideas for cool magic items they would like to find for their players, and also to suggest one such item for another player. Secret Santa with magic items, they're sending me awesome stuff.

For now, they'll have to make do with:

Total value: 8025 gp
XP value per PC: 1605 XP

(Overview of all rewards, taxes etc)
  • boots of elvenkind, worth 500 gp
  • stone of good luck, worth 500 gp
  • potion of flight, 1hr, worth 500 gp
  • scroll of rope trick, worth 50 gp
  • gold bracelet, worth 25 gp
  • embroidered vest, worth 25 gp
  • silk handkerchief, worth 25 gp
  • Vedric's spellbook, worth 500 gp (see tab "Spellbooks")
  • Apprentice spellbook, worth 100 gp (see tab "Spellbooks")
  • 3 amethysts, worth 300 gp
  • piece of jade, worth 100 gp
  • garnet, worth 100 gp
  • chess set, turquoise animals, worth 250 gp
  • gold bird cage, worth 250 gp
  • gold ring with bloodstones, worth 250 gp
  • silk robe, gold embroidery, worth 250 gp
  • 2500 cp, worth 25 gp
  • 7000 sp, worth 700 gp
  • 1100 gp, worth 1100 gp
  • Vedric's library, worth 725 gp (see tab "Labs and Libraries")
  • Lady Liselle's reward for Vedric's head, worth 1000 gp
  • Incriminating letter from Baron Ballumbie ordering Vedric to kidnap Liselle, worth 250 gp
  • Incriminating letter from Lord Vennax ordering Vedric to assemble bandits and plunder the Cullfield/Crossroads trade road, worth 250 gp
  • Incriminating letter from "H", blasphemously in the Archbishop's handwriting, ordering research of more advanced animated armors, worth 250 gp

Friday, 18 October 2019

Piracy GLOG ruleset: Jar of Dirt

I sound like a cooking programme on Netflix. "So full of flavour!" But it's true: I'm looking forward to a low magic, high hijinks piracy campaign and especially to using awesome GLOG classes instead of clunky D&D.

Classes don't make the entire game, and so I pulled together all the material I need to run a GLOG game into one document. Here it is. Jar of Dirt steals, proudly, from dozens of sources. It's a work in progress, but I definitely want feedback at this stage, so - board those comments and fire away!

Want a quick bit instead of the entire document? Check out my random tables at the bottom of the post.


>> CHECK OUT JAR OF DIRT <<


https://docs.google.com/document/d/1QlMC4qwV3rQtD24OwVIxbE6NaZ92qAoKfZ8LmO91GQk/edit#heading=h.xieycj9pdwpg


WHAT'S DIFFERENT IN THIS RULESET?

  • a roll-over system, because I prefer the "high is good" mnemonic for all rolls. The original GLOG attack roll gives me the heebie-jeebies because it reminds me of thac0. I may (have) know(n ;) university level math & physics, but thac0 is the devil's spawn. (Also I like an uncomplicated roll vs target number, rather than "roll versus your stat, but let me look up the penalty first". Just works faster at my table.) 
  • Cool tables, if I do think so myself (check them out below):
    • reasons why you are down on your luck!
    • tales to make your hair stand on end!
    • unfeasible life goals!
    • magnificent pirate hats!
  • The most important rolls -skill checks and saves- run directly off the ability scores, not the bonuses; if these numbers are so central to the character, they should be central in the rules as well. Added lots of little rule-lets (language slots, quick slots, hireling slots) to put the ability bonuses to work as well.
  • a new trade system to figure out where the high value routes are and what different regions are looking for.
  • backgrounds, professions and skills to quickly flesh out new characters.
  • many classes copied or adapted from all around the Blogosphere: the Artillerist, Assassin, Brawler, Crew, Duelist, Sawbones, Scholar, Scoundrel, Thief and Weather Witch. That's three rogueish classes (Assassin, Scoundrel, Thief) and social abilities in pretty much every class.
  • no exact XP system but a milestone mechanic lifted from Into the Odd.
  • lots of little tweaks and additions: extra ship types, weapons, advanced firearms, ship manoeuvre modifiers and so on
  • two new regions to replace the Golden Isles: the Maelstrom Islands and the Spice Islands (under construction)

STILL TO COME

  • spicier tables to stock merchant ships
  • Spice Islands region and map, based on the Moluccas/Banda islands. I'm now working through the epic load of homework that Richard of the Countercolonial Heist Crawl gave me...
  • world map with travel times and relative positions of regions
  • a group to play this with!


TABLES TO MAKE YOUR PLAYER' LIVES MORE INTERESTING

What's a roleplaying game without random tables to prompt the DM and inflict wondrous misery on your players? (Quiet there in the back, with your "less antagonistic"!)

Here's a couple of tables from Jar of Dirt to spice things up. Seldom necessary, but handy to have around.



We search the drowned guy (d30)

d30
We search the drowned guy
1
deck of cards, marked
2
Valois maid costume
3
enormous sunhat
4
fantastic wig
5
uniform
6
lantern and flask of oil
7
vial of poison (2d6, 50 sp)
8
saw, hammer and 10 nails
9
pickaxe
10
iron pot and cooking utensils
11
penny dreadfuls or erotic pamphlet
12
hammock
13
scissors
14
riding whip
15
3 bottles of rum
16
empty book, ink and pen
17
incomplete island map with warnings
18
pearl earring (50 sp)
19
navigation tools
20
small but vicious dog
21
bottle of indigo (50 sp)
22
bundle of scandalous love letters
23
letter of marque
24
spyglass, wonky
25
hourglass
26
klepto performing monkey
27
rope and grappling hook
28
water flask, 25% diseased
29
packet of opium
30
incriminating papers, 50% forgeries


Magnificent pirate hats (d10)

d10
this hat
with
it is
1
fez
gold stitching
enormous
2
beret
pearl strands
exquisite
3
enormous gem
dainty
4
turban
huge feathers
perfumed
5
top hat
gigantic brim
smelly
6
bicorne
a foot high
worm eaten
7
tricorne
music box
patched
8
bandana
corks on strings
infested
9
mitre
hidden knives
a bad fit
10
veil
smuggling space
collapsing


What's your life goal (d20)

d20
Life goal
1
lead a quiet, ordinary life
2
find true love to settle down with
3
find your father's bones
4
free your brother from Dreadhold
5
restore your family honour
6
retire in a seaside mansion
7
become a filthy rich trader
8
gain a position of political power
9
discover a wholly new species
10
prove that the world is rational
11
discover a new continent
12
circumnavigate the globe
13
found your own private kingdom
14
break the hold of the Old Countries
15
remove the blight of slavery
16
find incontrovertible proof of magic
17
take gruesome and epic revenge
18
find the secret of immortality
19
break the curse on your family
20
create something unique


What's up with you? (d20)

d20
Backstory
1
afraid they'll find out you're not a true hero / explorer / scientist / daredevil
2
framed for smuggling / counterfeiting / murder / piracy
3
2d6 x 500 gp debt to gambling ring / bank / criminals / drug smuggler
4
fell in love with the sweetheart of a cruel courtier / judge / merchant / captain
5
dishonoured your family name / mentor / army / betrothed
6
fleeing ringleader of failed revolution / union / religious reform / free press
7
get support for your crazy scientific theory / political ideas / trade scheme
8
escaped suffocating life as religious initiate / noble heir / bank clerk / farmer
9
exiled after a scandalous affair / raucous play about the king / anarchist pamphlet
10
out of grace after a failed treasure hunt / trade coup / assassination / spy mission
11
just started your job when your master was exiled / murdered / disappeared / claimed he never met you
12
failed as a bodyguard / soldier / guide
13
looking for better pay / religious freedom / excitement / your disappeared love
14
promised job fell through / land turned barren / cargo spoiled / friends left you
15
mistaken identity as a navigator / lawyer / accountant / banker
16
just drafted as a sailor / marine / smuggler / dockworker
17
your ship left without you / robbed you blind / tried to sell you / marooned you
18
you woke up alone in your village / on your ship / on the plantation / in jail
19
unfortunate penchant for gambling / opium use / petty theft / forgery
20
memory loss, but you have lash marks / book in strange language / map of strange island / tattoo, seems to move


Tales to make your hair stand on end (d12)

d12
And they were never heard of again
1
fell in love with a mermaid and chased her around the world to marry her
2
heard the melodies aboard a cursed ship of decadent nobles and ever sought them
3
boarded a derelict ship where all the crew lie died with fright on their faces
4
shot an albatross and wore it around his neck as a lucky charm
5
struck fire on an island where the wood is alive and the ground hates iron
6
vowed to hunt down the great white whale that plagued the Maelstrom
7
from old sea charts and star maps, was convinced of a faster way to Yoon-Suin
8
sailed out to catch a woman beloved by the sea, plagued by wave and water spout
9
dove down to haul up the sea king's gold, always signalling: more rope! more rope!
10
found an ivory statuette adrift and was born by the sea to an underwater temple
11
saw faces in the water in the eye of a hurricane and called out to them
12
swore he would make the fastest trip to the Mehabara. His ship arrived in perfect shape, fully stocked and crewless.

 
Item of Dubious Provenance (d100)

d100
item
d100
item
d100
item
1
alms bowl
35
fine wine, 1 bottle
69
pipe, 3 doses of opium
2
bag of coal
36
fishing rod & tackle
70
pocketful of nails
3
bag of flour
37
flask of oil
71
pot of glue
4
bag of manure
38
flint, steel, and tinder
72
quality cloak
5
bag of salt
39
foppish wig
73
quill, ink, parchment
6
bag of vegetables
40
glass jar
74
3d rations
7
bagpipes
41
grappling hook
75
religious tome
8
barrel
42
grave marker
76
rope, 30'
9
bear trap
43
groin cup
77
scissors
10
bearskin cloak
44
hammer and chisel
78
sealable scroll case
11
block and tackle
45
helmet
79
set of scales
12
bone dice
46
horn
80
silver ring
13
book of poetry
47
iron lockbox
81
spyglass
14
book of star tables
48
iron pot
82
stepladder
15
bottle of fortified wine
49
iron spikes (3)
83
stuffed cat
16
bottle of rum
50
iron tongs
84
tablet with chalk
17
broom
51
jar of dirt
85
tarot deck
18
bundle of rags
52
jar of grease
86
ten-foot pole
19
bundle of wood
53
jar of honey
87
tinderbox
20
bundle of wound wool
54
jar of leeches
88
tiny barrel of beer
21
cake of soap
55
jar of worms
89
torch
22
caltrops (5)
56
lantern and oil flask
90
two yards of linen
23
candles (3)
57
leather bag
91
vials of dye (4)
24
cask of ale
58
loaf of bread
92
waterproof bag
25
chain, 15'
59
lute
93
wax seal stamp
26
chalk, 5 pieces
60
magnifying glass
94
wheel of cheese
27
crow-beaked mask
61
manacles
95
wheelbarrow
28
crowbar, cold iron
62
map (foreign lands)
96
wicker basket
29
cube of incense
63
metal file
97
winter clothes
30
deck of marked cards
64
monk's habit
98
wood bore
31
deer pelt
65
necklace of teeth
99
metal wire
32
devotional statue
66
needles (10)
100
wooden bucket
33
dose of poison (2d6)
67
net (10')


34
fancy clothes
68
palette and pigments




Random books (d30)

d30
title
topic
author
1
Desultory Notes on the Government of Yoon-Suin 
administration
Taylor Meadows
2
De Humani Corporis Fabrica 
anatomy
Andreas Vesalius
3
Locke's Illustrated - art and history of numerous cultures 
appraisal
Theophil Locke
4
I Quattro Libri dell'Architettura 
architecture
Andrea Palladio
5
On the Revolutions of Heavenly Objects 
astronomy
Nicolai Argentik
6
The Remaining Signs of Past Centuries 
astronomy
al-Biruni
7
Exhaustive Index of Herbs 
botany
Sandwall
8
The Complete Art of Artillery
cannons
Kazimierz Siemienowicz
9
The Sceptical Chymist
chemistry
Robert Boyle
10
Pictorial of Tea Ware 
courtesy
Shenan
11
An engine for raising of water and occasioning motion
engineering
Thomas Savery
12
Wapenhandelinghe van Roers, Musquetten ende Spiessen
firearms
Jacob de Gheyn
13
Die Lieder alter Völker 
folklore
Gottfried von Herder
14
Golden Sticks 
folklore
Fraiser
15
Salty and Salacious Tales of the Sea Volume IV 
folklore
Dellwecker
16
Essay on the Theory of the Earth 
geology
Georges Cuvier
17
Von den äußerlichen Kennzeichen der Fossilien 
geology
Abraham Gottlob Werner
18
Der arme Heinrich 
larceny
Hartmann von Aue
19
Treatise on the Origin of Language
linguistics
Gottfried von Herder
20
Principles of the Four Humours
medicine
Avicenna
21
General Chart of the Variation of the Compass
navigation
Halley
22
Journey Beyond the Three Seas 
navigation
Nikitin
23
Rudolphine Tables 
navigation
Johannes Graz
24
The Savior from Demise 
poisons
al-Hasan ibn Tha'labah
25
Opticks
physics
Isaac Pound
26
The Motion of Falling Things
physics
Isaac Pound
27
The Complete Ambassador
spycraft
Walsingham
28
Treatise on the Dissection of Birds and Animals 
taxidermy 
Bentley Reaumur
29
A Short Treatise on the Wealth and Poverty of Nations
trade
Serra
30
Histoire Naturelle des Animaux 
zoology 
Lamarck