Skies Shall Sunder Session 4

This is written by my player and friend Will F.:

Daytime

  • Ainewyn visited the Lyceum, puts her name down, learns that you must be an accredited mage to check out a library book.
  • Everyone else does reconnaisance on the Severed Hand Bathhouse
    • Construction workers hanging out
      • Raedmund and Avery pay to enter the spa,Avery spends 100g to be treated well, and does drugs with a servant girl to get info:
        • Visit the bathhouse chapel during the New Moon, ask to Look into the Mirror of the Silver Lady (i.e. the moon), for illicit worships…
          • Servant girl confirms that Seraine Malcorven was taken down under the bathhouse, but doesn’t know what’s down there.,

Nighttime

  • We staged the break-in as an attack by the Bloody Crown gang
  • We climbed on the roof to get into the bathhouse via the skylights.,
  • We attempted but failed to avoid a guard dog. We killed it, but it gave away our position.
  • After a round or so, three severed hands emerged from the basement and attacked. Raedmund took a brutal shoulder injury. Ainewyn managed to put two of the enemies to sleep; the other one was killed retreating.
  • We kept one severed hand thief alive, interrogated him
    • Got a rough map of the hideout
    • Told us of a secret entrance from the sewers through the armory that the thief could guide us to.
  • Avery hired the thief as a hireling,

Skies Shall Sunder Session 3

This was written by my friend and player Rob L., posted here with permission:

Went to Moldy Unicorn to inquire on owner of the purse + wooden nickel found at the bookshop. Barkeep Gorra identified “Latch” as the man with the scar, member of the Severed Hand Gang. Approached by “The Sage” of the Bloody Crown gang who claimed to know the way to the bathhouse that was the head quarters for the Severed Hand Gang. Super trustworthy, 10/10, no notes. The Sage lead the party into an ambush. Rosie and Theodred injured. Acquired crossbows from thieves. Party pushed on to the bathhouse, Theodred swapped out with Raybrid. Infiltrated bathhouse to find secret entrance behind the shrine to Elana which is opened when a small silver statuette of Elana is placed on the plinth. Door opens for one minute and then closes. Three guards down inside. Party moved on to question Temli. Telmi lets party into the store, and he feeds the cat. Party learns that Magister Baiene may be (TB) on the library card and Veric may be (VC). The bookstore owner (Seraine Malcorven), Veric, and Baiene summoned the demon and when the bookstore owner was at her weakest kidnapped her and took her to the bathhouse. V.C. is likely the character Latch was seen with by Temli.

Our heroic adventurers start today’s adventure in the Cats Lantern Tavern, which is in a working class area of Crodeux. We learn from our larger adventuring team that a blind beggar said there was an entrance by the Ink & Ash bookshop. The owner of which hasn’t been seen in 12 days. Our teammates earlier broke in and stole almost everything. Among the finds were a wooden nickel with a moldy unicorn on it, and a bookmark that said V.C. authorized by T.B. of Lyceum academy.

Ran from specter/ghost. Early in the day, we head to the Moldy Unicorn, in the Warrens, a rougher part of town, over the Saint’s Row Bridge. We meet some friendly guards who inquire if we’re there to solve the issues with the poor. We have no idea what that’s about.

Moldy Univorn is 3 stories tall, placard actually moldy with unicorn on it. We meet Gorra, a burly eye-patched woman and see a few straggler patrons. We can tell through reluctant conversation she knows the scarred person as Latch, he lost his coin purse 2 days ago. We pay her 4 GP for the info because he’ll be violent with her if it comes out she’s talked about him. She doesn’t know the cowled fellow with dusty cloak except he’s a student of Lyceum. Latch may be at a nearby Scaldworks bath house.

One of the patrons introduces himself as the Sage. We ask if the bath house is a thieves guild, he says yes, and can take us a shortcut through the sewers. We agree and then notice he’s taking a roundabout route that’s confusing so we mark our path between buildings.

Sage leads us into an ambush, 8-9 people with crossbows. We engage, 2 of our team nearly die, but they are no match for us. We gain their crossbows and coin. Their group is called the Bloody Crown, Sage ran away when the fighting started.

We learn Latch is part of the Severed Hand guild and bath is one of their fronts. Rumored to engage in foul sorcery, as well as abduct and eat children. We learn that the guy with robes is called Veric. We go back to our tavern and exchange a PC with a Barbarian.

We go to the Bath house, which has some goddess architecture around the entrance. Latch shows up with a cart of supplies and helpers at the house help to bring supplies in. Latch is a brawny guy with a scar that looks like it was the result of a fight or torture.

We talk to Latch, try to buy our way in, then enthrall him, neither works. We can see inside a bit and see a marble statue of Elana, ancient goddess or Purity. One in our party distracts the clerk, another sneaks in behind the serving girl bringing in supplies. He finds barrels with supplies, many small silver idols that are illegal to have. Takes one, gives to our member Rosie. Rosie pays to go into the baths.

A serving girl comes up to Rosie and mutters in thiefspeak ‘Unchained is the hand that is severed’ and shows her an idol. Rosie fails the response, and then tries the same tactic on another girl. She learns the response ‘To be severed is to be liberated’ but is confused by the next interaction, and tells Rosie to take the statue to the chapel area with the statue. Rosie finds a spot to put her if. Secret door opens, she goes in, realizes people are downstairs and she’s out of her depth, so she heads back to us and lets us know what she found.

We then go to the alley by the shop and don’t find anything. We go to the warehouse and talk to the attendant, Temli. He tells us what he saw including Latch and Veric leaving with a body-sized bag, and earlier a professor, Magister Baiene, dropping off a book. We go into the shop with Temli’s help, one of our party talks Feline to the cat, named Ser, stole a ring from Veric, gives it to us, one of us puts it on, it’s magical and is a ring of protection + 1 or equivalent. We also find a paper that says ‘on request if T.B.(Magister), summon demon with Veric’ (or something similar)

Skies Shall Sunder Session 2

This report is written by my friend and player Peter P., I have posted it to my blog with permission, with a few NPC name spelling corrections:

Following the rumor of: “There is a hidden entrance to the Spiral Archives in the Ink & Ash bookshop in the Coppergate district of Crodeux. But the door was sealed a long time ago, and the shop owner rarely seems to open for business these days. ” our party of ventures to the bookshop owned by Seraine Malcorvin. We found the store and as the rumor said, it looked to not be open, despite being the middle of the day. There were warehouses around and we bribe a worker to tell us what he saw, and he reported seeing 2 figures enter the store. We decided to return at night to break in with less eyes upon.

Come night, the party breaks in through a window on the 2nd floor in the back to get in. We find that the place is unoccupied and no one is around. We take a look around and find several magical artifacts.

Some of which we take. Some if which we don’t take, by leaving it in the glass cases. Some of which teleport us to rooms right next to guard dogs that bite your arm. Some of which blind you by just opening them. Fun times.

Oh and there is a black cat named Ser. Who is friendly.

Still searching for the Spiral Archives we find a basement next to the dining room and venture inside. On the ground we saw clear boot prints and dust turned about, signs of a scuffle and a Library card for a “Codex Relgor”. There we find an archway, that has been mortared closed, with the word “cherished” written in Sunlander above. It was clear to us this was a secret entrance. Now a smart party would have taken the time to try and figure out what the words meant to get through. We are not that party. (The password was the black cat’s name: Ser. Cherished was he) We choose to simply break down the wall with hammers, the constant banging of which attracted a gang of rat mutants living in the sewer connected to this basement.

There was battle with the mutants, but they were no match for us. After the battle we dispose of the wall as well and we ventured inside to find 2 magic circles. One being a protection circle, the other being able to summon the demon Relgor at the call of his name. Doing so we try to talk to Relgor. However Relgor just wants to be free, and he can’t leave the summoning circle so long the circle of salt around it is unbroken. Finding him unwilling to cooperate with us we decide to dismiss him.

He however appears to be guarding a secret. behind his circle is a rotating wall. We can’t rotate it all the way though, or else we will damage the salt circle holding Relgor in place. But we can peek through and we can see a door with spiral patterns on it.

A Blight Upon Sombreval Campaign is Live

I just launched my zine quest kickstarter for A Blight Upon Sombreval, a dark fantasy, haunted manor style adventure for old-school and classic RPGs and their modern cousins: https://www.kickstarter.com/projects/cryptic-codex/a-blight-upon-sombreval.

I’d love for you to check it out, I’ve put a lot of work into this adventure over the past year or so, and have had a lot of fun running it, and hopefully other folks will as well!

Session Report: Gradient Descent 2

Roster

  • Caius Lovelace – Computer Scientist and Great Great Great … Great Grandson of Ada Lovelace
  • Jedidiah Bidwell – A Wanna-Be Prospector, Teamster, Rigger, and Pilot
  • Dr. John – Botany Expert
  • Miotaurex-001 – Android and Hacker
  • Darius Beck – Gritty Marine who has turned to Relic-Hunting
  • Ex Mortis – A Marine “Of Death,” ready to deal doom and die

Events

  • The group continues from an Android Replicant storage facility into a Uniform Fabrication lab.
  • After some time, they successfully replicate the jump suit they witnessed a security android wearing, as well as generating Jedidiah a cowboy’s outfit, with quite a large degree of anachronisms.
  • Searching around, the crew finds a secret entrance into a Organic Observation Deck, but when they try entering into it, the AI Monarch contacts them, telling them that entrance to this area is restricted to her employees only.
  • The group turns down an offer for employment – a job involving the termination of two entities known as “The Minotaur” and “The Mind Thief.”
  • Leaving the fabrication lab, they proceed west into seminar room – with a bunch of gaudy leather seats, thin client terminals and a large black television.
  • Thoroughly investigating the area, the party finds a map of the floor they are on (the third floor of the Deep), as well as hidden print outs of thousands of pages of poetry generated by Monarch.
  • The group contacts Monarch about this, and she offers them safe passage to the fourth floor if they sufficiently destroyed this material.
  • Caius Lovelace tries reading Monarch her poetry, she hijacks the crew’s comms and replicates Caius’ voice, expressing hatred for his ancestors.
  • The group debates destroying the material among themselves, deciding to try to fool Monarch into thinking they had destroyed it, while retaining the poetry to trade to others as a means to “understand” Monarch.
  • The party finds a Personality Reassignment Room, with a few androids hooked up to monitors being generated a new personalities. They successfully hack one of the terminals, finding a means to fiddle with some of the personality nodes.
  • Not understanding the nuances of Artificial Intelligence AI, they modify some of the procedures and successfully give three of the androids the impulse to leave doors open.
  • The party finds these androids newly awakened, and they convince them that they are the “hosts” of the Deep, and need to lead them through initiation. They then use these androids to open doors and check for traps.
  • They go through a large warehouse with many broken down scan booths, finding one that is still standing, containing a small lead box containing something equivalent to a steampunk heart and an old datastick.
  • Continuing on towards the Ore Crushing Factory, a place they think they can convince Monarch that they’ve destroyed her poetry, they find a war simulation room.
  • Darius plugs the datastick into one of the servers generating a hologram of an ancient battle, and a projection of an eldritch, screaming monster is projected over the table.
  • The group freaks out, and rips the datastick out of the computer.
  • Finding a room their map labels as the Warhead Storage, Monarch warns them to not enter this area, and the group complies.
  • We end here.

Thoughts

A fun session, a lot of searching, investigation, navigation and goal setting. I especially loved how the party, when trying to hack the android personality stations, found a good compromise on something they could impart into some of the reset androids, and they did a great job convincing them that these droids needed to be “initiated” by following them.

Also the random generation of Monarch’s poetry becoming the focal point of the session was great, and I like the players doing a ton of work trying to convince this seemingly monolithic AI that they’ve destroyed thousands of pages of AI-generated poetry.

I am looking forward to session three!

Session Report: Cosmic Wound 2

Players

  • Ald Sunhelm, thief and cooper
  • Dravein, traveling outlander
  • Glühbirne, mercenary strong-man
  • Maeric Fairwind, itinerant folk mage
  • Osric, the holy initiate of the Order of the Luminarch

Events

  • The adventurers continued through the forest to discover the small village of Gothi.
  • They witnessed dozens of villagers going about their day-to-day
  • In the center of town, a ceremony was being conducted, where a large ash pole, topped by a mirrored crest of two wolves was being pivoted and paused between the cardinal directions.
  • They entered into the village, and convinced the peasants to take them to the village elder, a yellow-eyed wiseman known as Gaedra.
  • Parleying with the priest, they learned that their liege’s family had made a pact with pagan wolf spirits, offering a sacrifice of live young, to be raised by the wolves.
  • Since Thane Oswyn was remiss in his side of the bargain, the village has taken village children by force, citing blasphemy to those that resist.
  • The characters decided to make their way out of the village before any trouble could begin.
  • Returning to Oswyn, the Thane decides to call for the strong folk of his domain, and conduct a ceremony under the watch of his wisewoman, Beoth.
  • Maeric and Ald take part in the ceremony, making boasts of harming the wolf spirit patrons of the village of Gothi.
  • The others follow the words of the Thane’s priest, citing it to be tempting fate and taking power from demonic forces. They have the priest bless their weapons in the morning.
  • Six men-at-arms join the party, although they suffer a hangover by drinking too deeply at the ceremony.
  • Venturing back into the woods, the party tracks towards the den of these primordial wolves, and stumble upon a Gothi villager posing as a woodsman.
  • After seeing through this villain’s ruse, the party jumps him before he is able to alert the village, bound him and toss him in a cart.
  • The troupe discovers a cave being guarded by four brawny looking villagers, and they can see faint light within the cave, and the scent of incense from Gaedra’s hut.
  • Attempting to draw these guards out, Dravein shoots at them, but when the struck guard immediately fells, the remaining guards retreat into the cave.
  • Glühbirne charges the guards, and the party, along with their henchmen enter into melee within the mouth of the cavern.
  • As their adversaries, and the hung-over men-at-arms being to fall, a disembodied voice emanates from deep within the cave, and the fallen warriors begin to arise as the hungry undead.
  • Combat continues to unfold, and once the revenant’s numbers are thinned, Gaedra appears, seeking a parley.
  • We end the session there.

After Thoughts

A fun session. We had a bit of back and forth, and I think I was able to introduce to the players more of the folklore-ish tone of the setting. As always, the players either saw through traps ands conflicts, or were able to figure out ways to leverage the odds, which is always a fun experience for a referee, in my opinion.

Session Report: Cosmic Wound Session 0 + more

I recently pivoted my almost-two-year OD&D open table to two different open table campaigns, this one, a sort of eldritch, dark fantasy game inspired by stuff like Averoigne, Berserk, We Are All Legends, Lovecraft, and plenty more, titled “Chronicle of the Cosmic Wound,” and a campaign of Gradient Descent. Eventually I’ll write a retrospective on the OD&D game, but for now I’ll go over Cosmic Wound’s session zero, and the hour or two we got to play before our time limit was reached.

I pitched Cosmic Wound as a dark fantasy setting I’ve been working on for some time, although “lower” magic than the OD&D game we had been playing, with a higher emphasis on stuff like Hammer Horror and some Cosmic Horror stuff. To serve this premise, as well as to hopefully address some of the open table issues I was having, I decided to turn the BRP nob on my home system WAY up, using effectively a homebrewed version of OpenQuest 3e, plus some Dark Ages Cthulhu and Mythras material in it.

My players had all voted for this game via a pitch doc where I outlined the CATS of the game – so they were at least familiar with the pitch. Here is the text of that pitch content:

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