Friday, August 21, 2015

Going Off the Rails – Part Two

Player inventions… How many times have you had a player try to invent something and complete throw a campaign into chaos?

Many years ago, I was running a campaign that had too many rogues to be well rounded. There was not much need for traps in this world, they only came in three varieties:

Noise making traps on homes,
Animal traps,
Generic fortification defenses.

Being made up of thieves, the party kept checking for traps where there were none. Since it was a point of interest for them, and one player rolled very well, I decided that a box did have a trap. I described workings in great and gory detail. The players and their thieving characters ate it up. Of course, the next door had a trap. Lacking any foresight, I described this trap as exactly as the one before.

And the seed was planted.

The next chest had the same trap as the first two, except this time it killed a character. My bad, I didn’t expect this to happen, but the players had. As the play paused to reroll a new character, of course another rogue, I overheard the strangest thing:

“Bloodless Jack got ya.”
“That was awesome.” said another player.
“What do you think he wants?"
“Don’t know. It could be that chalice.”
“Naw, we are going to give it away and a priest is a much easier target than us.”
“Fame,” added a third.
“Yes! It makes sense that someone would want fame and notoriety. Sort of like the guy in the cabin mailing bombs.”
“Ted something, right?”
“Yeah. We should nail this guy before he gets us.”

In just a 30 minute character generating session, the players had worked out that they were up against an assassin. A very detail orientated, cunning and evil assassin. A man who called himself Bloodless Jack. Bloodless as in so cold, the blood didn’t run in his veins. They had gathered all these details from the repeated description of a single trap described the exact same way, three times over.

Oops. These traps were simply on the fly details in response to the character’s expectations. At no time did I picture a mysterious assassin. I didn’t say anything that would have laid such an awesome name on him. In fact, there was no assassin except in the players minds.

Guess what? The very next session had a very fleshed out assassin bent on killing the characters. This assassin was neatly merged with the prior story, assassinating the priest who hired the players. He then took out the boat captain that hired the characters for security. As time went on, the characters were defending the crowned prince against this diabolical fiend.

And so the stuff of legends becomes real.

Click here for part 1.

Thursday, August 20, 2015

Going off the Rails – Part One

Have you ever had a night of gaming go off the rails?

I had a 3-hour session turn into a 6-7 hour marathon of gaming. We should have cut it off, but everyone was having too much fun. The players had reached a remote village and were trying to set up a trade agreement. They offended the villagers and the party tried an Indiana Jones-style escape to a rope bridge and escape.

The one magic user who could have stopped the villagers with a spell instead flew to the bridge with an axe. He was prepared to cut the bridge after his fellow adventurers made it across. This is when the game exhaustion hit.

All of the players shouted, “Cut it now!” And the magic user complied, trapping everyone on the wrong side of the bridge. Note that it was the players that made the request, their characters obviously were too far away. A little meta-gaming goes a long way when injected into the story.

We ended right there with everyone high-fiving and congratulating each other. Only the player who cut the bridge looked concerned and perplexed.

At the start of the next session, everyone was sheepish. With a little sleep, they realized the implications of the last session. I started the next session with the characters toweling off from their heroic leap into the river and swimming to safety.

Sometimes, you just have to end with a gag to keep the fun alive. Die rolling and tactics are great, but a story sometimes has to jump to stay alive.

Click here for part 2.

Chaos Star

Tuesday, August 18, 2015

A Study in Recreation: Fear Itself

Today’s update is about Kippers and Jam‘s blog post on recreation. Adrian BK and company has revisited a module called Fear Itself, created back in 1999.
The authors lost the original copy and rewrote it after reconnecting with each other.
The details:
Module: BK1 Fear Itself
Author: Adrian BK
Level: 2-4 (AD&D)
Pages: 18
Price: Free!
You can download a copy from Kippers and Jam. This module features enough leeway to plug into nearly any campaign or play style. Fear Itself features glorious artwork from many artists and professional quality layout and formatting.
Take a look and don’t forget to thank the folks at Kipper and Jam for providing high quality game products.

Tuesday, July 21, 2015

Summer Camp

This is the first year I haven’t been to camp with my boys. Both have moved up from Cub Scout to Boy Scout and no longer require their parents at camp.
The program run by the Greater Niagara Frontier Council is amazing. Through out the summer, they mentor and guide youngsters to be the best they can. The leaders and counselors work gruelling hours out in the rough, week after week, all through July and into August. Parents and leaders only see a brief 4 day window of camp life. The staff lives it for weeks to make it all possible.
I already miss our 4 day camps. One of my favorite people at Camp Scouthaven is Digger, the camp Ranger.
He is always “on”, he is the face of the camp from sun up to sun down. He works tirelessly to make sure the camp is an amazing experience for young and old alike.
To put a point on it, I went to camp as a child and don’t really have a clear recollection of it. No one really stood out. My daughter dropped in for a closing dinner raves about Digger and his antics. If she remembers from a brief encounter over dinner, my boys are going to have wonderful memories of their time in camp.
If you have the opportunity to camp at Scouthaven, jump at it. If camping is not your thing, be sure to check out the GNFC website for other happenings at the camp, like the yearly sugar mapling breakfast.

The Waterhorse

Another image from my sketchpad, a waterhorse.



I am going to frame this one for my wife. 

Well, that didn't work out. She took it out the frame and got a tattoo. 



Monday, July 20, 2015

The Evil Reversal Hook

"The characters have proven their worth to the Horned One. They pursued the Hand of Light to the edges of the kingdom and captured him in an epic battle. On this day, they will assume their Mantles of Rank during the ritual of sacrifice. The Hand of Light will be extinguished forever, consolidating the Horned One's power with the elimination of the weak, as the prophecy foretold.

One last time, before the ceremonial shackles are transferred from the hands of the followers of the Horned One to the hands of the Light One, the enemies stand face to face in the darkness of a cell. Drums pound as the ritual begins in the next chamber.

The Hand of Light smirks and winks. A guard moves forward to strike him, but a quarrel arrests the motion. No harm can come to the Hand of Light except the final strike in the ritual chamber. The guards grumble profanities at the fate of their comrade but step over the corpse.

The Hand of Light pushes his way into position at the head of the hooded procession, and the final sacrifice stomps away with the clinking of shackles. Dim light, smoke, and heat pour from braziers around the ceremony chamber. The Hand of Light’s robe is a smudge of white before the altar. The High Priest of the Horned One steps forward, but the Hand of Light turns his back to him.

Or so it seemed. The ceremonial shackles click tight as the Hand of Light and Horned One of Chaos turn their attention to the sacrifice of the weak. Guards panic as the room erupts in cloying smoke, and the characters struggle to free themselves from the shackles that have secretly held them for many years. Madness reigns as the struggle for life and death rages in the ceremony chamber of Chaos…"

Tuesday, June 30, 2015

Reposting Peninsula of Plenty (PoP) Maps

These two maps are my first attempt at marker colored maps, in recent memory anyway.

Thanks to the guys and gals over on G+ I received a lot of advice on markering technique.
I hope to do version two in either marker or colored pencil.

Thursday, June 18, 2015

The Fortress Of Potamus Lake (PoP Campaign)


 Potamus Lake is the primary ranching area on the Peninsula of Plenty.


Historically, the largest threat to citizens are hippopotami. Many ranch houses are round or square homes with very thick walls, usually 4 to 5 feet thick or more, to protect villagers from hippo attacks. The homes are overbuild as a style, hippopotami don’t really attack the walls. This animal threat precludes flooded moats as defenses.
During The Goblinoid Wars, some of these houses were transformed into veritable fortresses. The Gerent’s House was expanded to a daunting 7 story fort. All of these structures have a ramshackle look; they are not particular good forts, but representative of what was available at the time.
There are seven surviving forts around the Lake. Many ranchers have adopted a more villa-like style for building. 
Each map has the scale of one square = 5 feet. The exterior doors and tower doors are massive, very thick. Doors to the stairways are more modest, typical to a home rather than a fortress.
Typical main floor layout. Click to enlarge.
Spiral stairs are denoted on each level. Examination of the map shows the poor quality of construction.

Map suitable for second floors and higher. Click to enlarge.

No interior walls are shown, except for the entryways to the stair cases. Barred windows appear more prominently on this level to make up for the inadequate arrow loops. 

Seventh floor of Gerent's house.
The Gerent’s House uses the same layout for floors 2-6, so one map can be used several times. His home has a circular and squarish tower for the seventh floor and a large roof area over the main hall.



These two layouts can be used as either alternate rooftops or basements. The Gerent’s house has a small square root cellar and uses the third map for the seventh floor.
Alternate roof (accidentally rotated 180 degrees.)
This is an alternate rooftop, in the event that the home has a higher center hall on the floor below. There are two options for access, climbing an exterior ladder from the tower rooftops below or some sort of trapdoor an ladder from the main hall. In these fortified homes, a peaked roof may appear on this level.  
I hope you enjoy these maps and can find a home for them in your campaign.