5 hours ago
Monday, December 29, 2008
A quick recap of LL sessions
I'm a bad blogger, there's certainly little room to argue on that front. Heh, let's just clear the air then, I'm in no way near as prolific as Scott over at 'World of Thool', James over at 'Grognardia' and no where near as creative. That's unfortunate I suppose, but I will say that I have just as much passion as my esteemed peers. And therein lies the reason that I maintain my feeble scribblings upon this e-medium.
Picking up where we left off; this entry will be a little less florid and a bit more pedantic for posterity's sake and to make up for my lack of sufficient in-game notes.
Safara and Ember soon discerned the nature of the odd finger bone, it seemed to point to danger! After a bit of poking around through dark corridors and peering into the deeper darkness of archways and side tunnels the heroes heard the 'tink, tink, tink' of metal on stone.
A stealthy approach allowed them to sneak up on a group of strange red-capped miners accompanied by some kind of ferocious wolf-like beast. The fight was bloody and a few casualties were accrued. Sir Pelinor took was taken down by the wolf and one of the henchmen was slain as well. The party was forced into a limping retreat but not before taking a surviving red cap prisoner.
On the way out one of the henchmen encountered a green slime that dropped on her face from above. She was disfigured horribly but survived.
Once on the surface, the party healed up as much as possible, grabbed a few more henchmen and descended again, this time in the hopes that they could recover some of Sir Pelinor's remains in order to properly bury him.
The descent back to the mining area was without incident and as soon as they arrived another nasty little fight erupted with the remaining red cap, his wolf and the party. Eventually the party won out with few casualties and were exploring the ancient wine cellar when the muttering of voices and stomp of boots echoed down the tunnel to announce new comers.
A small detachment of goblins, carrying more rusted and dented mining implements shows up and yet another fight is joined. This one though turns out for the worst, one of the little blighters rushes forwards and plants his pick in Halister's eye. The mage goes down in a heap...dead as a doornail. The party quickly starts tossing what remains of the wooden shelves into the hall way as a barrier while the goblins scramble for their weapons.
As the goblins attempted to rush the quick barricade, a flask of oil and torches were tossed and the whole thing turned into a conflagration. The goblins squealed and ran back. Safara took down the leader with a well placed magic missile and soon the tide had turned. In the end, 5 goblin corpses littered the hallway.
A map was found and on it was some writing in Fae that indicated that digging for the "key" was to commence at the spot indicated on the map. Someone named Melchert had signed the message written on the map.
Again the party gathered up their fallen dead, including what was left of the wolf gnawed remains of Sir Pelinor, and made their way towards the surface and sunlight. There they buried Sir Pelinor and questioned the captive red cap about the map. He told them that Melchert was their master and a friend of Ylfrit, their queen. Melchert was searching for a key that opened the black door, beyond which he claimed lay secrets worthy of the Unseelie Queen. But what those secrets are, Melchert hasn't said.
The red cap is let loose with the promise that he'll never return to this area on pain of death. He disappears into the woods. The remaining henchmen get together and come to Safara and Ember for better pay. It's just too dangerous they claim...too many of them have fallen and only 3 of the original 6 remain. The two leaders agree and it's also agreed that they'll go back to Botkinburg, as they're quickly running low on food and torches.
One day is taken for Safara to hunt, in an attempt to supplement their remaining rations. She comes upon a boar and slays it from the safety of a tree. But unfortunately the noise attracts a strange hoofed beast from the woods (Ilfaren) who thinks that meat on the hoof is pretty tempting. Safara desperately casts charm and then convinces the beast that the pig has been poisoned. He looks at her, nods and then walks back into the woods...
Later during the trip a pygmy rhino emerges from the woods and violently reacts to the screaming of the henchmen as it tromps into camp, by spearing yet another henchman on it's horn. The others climb trees in order to escape the angry beast. Two henchmen left...
Finally the troll bridge is spotted through the trees and the dead boar is bartered for passage. On to Botkinburg.
When they finally set foot on those fields we know...(a little Lord Dunsany there) they meet a halfling decked out for adventure on his way into the woods! This is rare indeed...but this little guy, a retired adventurer from days gone by, claims that an aged priest has come into the village and is in need of aid. He's dying and has spent his life tracking down religious relics that were stolen from his order's temple long ago. He's found many of them but there are a few remaining..and he thinks that there's one out in the woods with the required knowledge to find them: The Hermit.
Well he's invited the adventurers to join him when he returns in 4 or so days...They've agreed.
On into town they venture, and their they find that autumnal festival is in full swing and that most of the village has gathered at the "Tree" for a day long celebration with free food and beer. They arrange for rooms at the Bent Hook, clean up and plan to join the festivities after returning Halister's body to his family north of town.
A short ride brings them to a shallow gulch wherein lies the Halister family tower...apparently the family has been in the business of wizardry for quite some time. As the two approach a low growl comes from a shadowy copse of bushes near the door. They stop and attempt to control their mounts as they call out to the tower.
The window shutter is flung open and a wizened old woman appears...the news is conveyed and soon a very upset mother and father, thin like sticks and dressed in tattered robes, emerge to collect the remains of their son. They thank Ember and Safara and when offered what is owed to Hallister they scoff and say "What need have we of money?!?" and shuffle off.
This is where we end it for now. Stay tuned... they'll be joining the festivities and options will become known.
NOTE: I've come to the conclusion that old school is fun but the girls are heavily invested in their characters...death upsets them. And losing a character is not what they'd enjoy. So...I've decided to muck with the magic system a bit. In a past Castles and Crusades game we used Al Krombach's spell point system and it worked out well. It is a little high powered for this type of game but it certainly affords the girls a bit of a cushion. I might tone it down as we continue on though...we'll see how it works out.
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1 comment:
I'm greatly enjoying the actual play reports, and think you're doing a fine job. I'm also bemused when people ascribe creative qualities to me based on my Thool blog, which is predicated on blatantly ripping off early 20th century weird fiction. :)
I think you're correct to adjust the game system. Slavish adherence to a ruleset just to put new players through the Fundamentalist Old School Crucible seems silly. Even EGG admitted allowing mulligans sometimes to avoid kills. If you think your girls would enjoy a kitbashed magic system more, I'd change things wholesale without a bit of shame.
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