Showing posts with label The Valley of Yurd. Show all posts
Showing posts with label The Valley of Yurd. Show all posts

Wednesday, 9 October 2024

The Valley of Yurd Session 003-004: Firing up the CONFLICT ENGINE

     The session last Wednesday was a casual affair, with 4 players in attendance. We did a little in-town interaction, a bit of dungeoncrawling and then carousing. Boilerplate OSR experience circa 2015. But the web of connections and inter-woven motivations present in the Shucked Oyster could not abide this, and we ended the session with abject anarchy literal minutes away from bursting forth throughout the Aberlin region. This was doubly impactful as we were just days away from Oktoberstein, a Braunstein event scheduled around a Harvest Festival. This post will cover both the Adventuring session from October 2 AND the Braunstein from October 5. 

    We had basically the exact same crew as the previous week with the exception of Taff being missing, and of course last week Alden was decapitated by a Leatherface Berserker Cultist. This week that player was playing the surviving porter Belvedere, who hired his own porter. He took the name Alden for himself and bestowed the title of Belvedere upon the new porter. It is not clear how many times this cycle has occurred, Dread Pirate Roberts style. 

THE SESSION

    The players sniffed around town looking for work, and learned that an anonymous benefactor was offering a reward for anyone who could provide the identity of The Dark Shadow (A Batman-style vigilante that has been causing problems for the local criminal underworld). The players discussed this possibility and came to the conclusion that causing problems for the criminal underworld is actually very cool, and so they elected to "Let him cook" and headed back to the forgotten shrine-dungeon they were exploring the previous week. 

    Pushing deeper into the dungeon, they encountered a room with pews and a grand mural. The mural depicted a scene of a giant purple ape-demon triumphing in combat against a man that bears a SHOCKING resemblance to local eccentric foreign aristocrat Mungo Borlov (Who is certainly NOT a vampire). Perhaps this bald, nocturnal noble has more to him than meets the eye? The likeness deviated slightly, the Borlov in the mural was sillier, and more pathetic looking than the dour man of reality. Clearly this cult does not like him in the slightest!

"It's over Borlov! I have depicted you as a soyjak!"

    They searched a store-room and saw little gleaming eyes peering from a crack in the wall, just big enough for a medium-sized dog to squeeze through. Gard, the fighter with 1 hit-point (Now followed by some new men-at-arms) was not taking any chances (Having only 1 hit-point) and elected to pursue Violence of Action, charging the crack to stab and the eyes with spears. Two of the sets of eyes went dark, and the third fled into the little tunnel. Pulling the corpses out of the crack, the players discovered that Moss Dwarves (an idea I crudely pilfered from Dolmenwood) were not a superstition at all, but in fact very real! Gard vowed to leave a bit of mouldy cheese and sour beer out on his window-sill every night that week, lest he incur their mischievous vengeance! 

    Pressing onwards the players came upon a room with a huge brazier in the center, and obsidian mirrors all over the walls. The door locked itself behind them, and they started poking around. There was a big bucket of dried slugs, and after Jonathan's experience with slug venom the previous week the party deduced that the slugs probably got burned on the brazier to induce hallucinations. Alden 2 said "what the hell" and threw a slug on the coals of the brazier. The smoke filled the room, and the party had a sweat-lodge trip. Everyone had a reasonably stable experience (Like being in a Tool video) but Gard failed his poison save and had a horrible, unspeakable vision which left him rattled for the rest of the session. 

    Poking around further they discovered a hidden door, and based on the dust on the floor this secret room was not known to the cult. Who knows how long this place had been untouched? The walls were a blood-red marble, and in the center of the room a sarcophagus of similar make. Inside, a silver-haired vampire lay, with a beautiful war-horn, shield, and scarlet chainmail. One problem: The chainmail cannot be removed without removing the stake that protrudes from the vampire's chest. The players attempt to remove the stake, take the chainmail, and re-stake him. They then get an idea: A terrible idea. A stupid, terrible, no-good nonsense idea.

    "What if we put one of the slugs in a bowl of oil, and put the bowl in the sarcophagus, and lit the oil just before closing the lid? Then, the slug would burn and the sarcophagus would fill with hallucinatory smoke, as a trap for whoever else might end up poking around here!" 

    They all agreed that this was an excellent idea and had Belvedere 2 retrieve a slug from the Slug-Sack (Having removed all the dried slugs from the bucket and put them into a sack). And the trap was laid. I have written down a chance of success for this scheme, and we'll see if it ever comes up. Probably the first-ever instance of my players trying to set a trap in a dungeon for other, later dungeoncrawlers. Anyhow. 

    Pushing back the way they came through the chapel with the mural, they entered into a well-stocked alchemist's laboratory. Here they fought a giant spider, found a potion, and a door into what would be the last room of the night: Svetlana's Boudoir. 

    Svetlana, one of the women of the Oyster, was maintaining a "home away from home" in the temple of Malchimpus, complete with a decadent poster bed, an armoire of perfumes, and a secondary closet. The players knew it to be hers on account of Cromworth Barleystein, owner of the local tavern, sobbing uncontrollably in her bed. He squealed on everything, how Svetlana and Pleasant Peter (The gravedigger) are in on some horrible cult, how she had lured him down to "Show him the Truth of things", how she manipulated him for his money, etc etc etc. The party led him out and decided to quit while they were ahead, take their treasure and go home. On to the carousing tables!!!

    The carousing results from the previous session had resulted in the Oyster being burned down, and though it was rebuilding, the party elected to carouse at Cromworth's pub instead of the ramshackle construction site that was the Oyster. They were doubly motivated to do this on account of the incredible lifetime discount that Cromworth offered them for "Saving his life". We got a number of great results from this round of partying.
    
    1. Jonathan the Once-Herder broke the strings on Ethel's harp, earning him the title of "Harp-Breaker" (Dream-maker, love-taker)

    2. Francois managed to steal a precious amulet from Garfunkle the Wise (This result was hilarious because Francois' player is also playing Garfunkle at the faction level)

    3. Alden 2 got irritable and drunk, started a barfight that escalated out of control and in the scuffle one of the ladies of the Oyster was killed. Calliope, who had always had her face veiled, lay dead in the street, and it was revealed that she had all this time been a Medusa. More on this as we set the stage for the Braunstein.

GAME-STATE at the START of OKTOBERSTEIN

    The wednesday session ended in-game on friday night, meaning the revelation of Calliope as a monster would hit the town the very day that the Braunstein starts. Mungo Borlov was visibly grief-stricken, it was known in town that he fiercely loved Calliope. Gaston the Righteous, upon learning that Calliope was a monster, acted according to his conditional triggers from the Shucked Oyster module:
    The Oyster may already have burned down, but for the horrible crime of harbouring this wretched being of Chaos, Gaston slew every single woman of the Oyster in a fit of rage and left to brood over this betrayal in the forest, Lancelot-style. Naturally, this prevented him from appearing in the tournament for Oktoberstein, the conceit and excuse for our Braunstein event. So what is going on here?

    We had 5 Patron characters present at this festival, a feast dedicated to Frobar, a local deity of the earth and of farmers. 

    1. King Elgar of Aberlin, a Yurdish king and the host of the festival. He has been concerned mostly of late with establishing a proper road and trade route between his city and the Yurjan city of Galurgan on the north side of the river. Many speculate this move is motivated by the influence of his wife Kenilda, who herself hails from Galurgan and is ill-liked by the people for her foreign origins and customs. 

    2. Prince Edric of Ulport, the only legitimate son of King Elgar who tends to a castle and a few villages in the south end of his father's domain. He is very well-liked, known for his virtue and courage, as well as his great skill as a tactician and warrior. He seemed very concerned with impressing Princess Alma of Getwinn, dedicating much of his efforts in the Tournament to her and generally trying to maintain her attention. 

    2.5 Wuldric the Bastard, one of King Elgar's illegitimate sons, who runs the largest merchant guild in the region. His player was unable to attend, but he did leave me some conditional orders to execute in his absence, and is also very concerned with improving trade relations with the Yurjan kingdoms north of the river. 

    3. King Arn of Getwinn, a Yurdish king whose domain lies southwest of Aberlin. He has come to the festival as an opportunity for diplomatic hob-knobbing, but has many concerns. The trade relations with Galurgan seem lopsided, as the Yurdish southern kingdoms are much more prosperous than the north. Furthermore, in recent memory King Arn fought a defensive war against invading Yurjans, a war which saw Wuldric the Bastard serve as an officer and distinguish himself for his great tactical cunning. As such, King Arn is greatly wary of these northerners and their strange gods. Additionally, there is the matter of his daughter, Princess Alma, who seems to be on the receiving end of attempted courtship by both Prince Edric and...

    4. King Odilon of Certh, a Yurjan king whose city lies west of Galurgan. His attendance at this festival has raised many eyebrows, as his father was responsible for the invasion of Getwinn some years ago. That old king has died, and King Odilon seems to be a more subtle ruler. What he hopes to gain in relation to the southern kingdoms is unknown, but he has made moves towards courtship with Princess Alma, to the great chagrin of Prince Edric.

    5. Garfunkle the Wise, a Yurdish scholar whose tower outside Aberlin stands as a pillar of learning and secrets. He is known to pay great sums to adventurers who bring him artefacts and knowledge of occult or esoteric significance. He admittedly did very little overtly in this Braunstein, but he never wasted a single opportunity to schmooze and grovel and generally play yes-man to King Elgar. 

    The night before the festival began, King Odilon financed a grand party on the shores of the river, with a huge bonfire and endlessly flowing wine and frivolity. During the party, a wealthy merchant was found robbed and murdered, with the calling card of the Dark Shadow left on the corpse. Has the masked vigilante taken up a taste for slaying the rich? Is he giving it to the poor, or is something else going on here? All who were present at the party (Everyone except Garfunkle, who was canonically at Cromworth's tavern having his jewellery stolen by Francois) had to make a roll to determine if they were hungover, and asked on an honour system to factor this handicap in to their turn 1 orders. I don't recall if anyone failed this roll or not, but it was a nice bit of intrigue by King Odilon's player to try and handicap the opposition. 

THE EVENTS OF OKTOBERSTEIN

    This was intended to be an event where we covered about 5 days of "Stuff Happening", with each day turn taking about 1 hour. In the end, we spent the entire day on "Stuff Happening" on the Saturday, but this was fine because it still had the intended outcome: Generate motives for conflict at the Patron-level and kickstart the new campaign's static initial gamestate into motion. 

All this work laying out the fairgrounds to scale, and I didn't even need it

    After a dreary religious ceremony that kicked off the festival, we got right into the tournament. The first day's event was to be jousting. I allowed player characters from the "Adventurer Level" to join provided they were at least level 2 and paid a fee of 20 gold per event. We then broke into the jousting rules. It took us a few tries and restarts, as we first missed the detail of available defensive positions based on target, and then missed the detail that an unhorsing ended to match, regardless of what round you were on. But we eventually got it right and the players took great glee in working out the best "Meta" for the jousting minigame. As soon as one strategy was identified as obviously superior, it would naturally be planned against and a new meta would appear, very satisfying. 

    Prince Edric devoted his rides to Princess Alma and presented her with a enormous flower, to determine her response we consulted the WOMEN TABLE from the Judges Guild Ready Ref Sheets. She was aloof, though sympathetic to him. She had a marginally more positive impression of King Odilon of Certh, who pulled her aside to the merchant pavillion when Edric went in for his last ride in the semi-finals. This attempt to draw attention away from the prince ended up being likely in his favour as Prince Edric was summarily humiliated in the semi-finals and defeated. This back-and-forth competition between the two was about to be cut short, however. 

    We had some fun with the NPC knights generated to fill out the tournament. A crowd favourite was Sir Shanahan the Disabled, who was missing his left leg. Whoever was controlling Sir Shanahan was not allowed to choose "Lean Right" as his defensive position, and this little flair made for a less stagnant game whenever he rode. He got pretty far, too, but in the end the winner of the tournament and the recipient of a new noble title, Lord of Castle Gordon, went to Ser Gatson the Swift (Not to be confuseed with Gaston the Righteous, who never showed up). This was a huge scandal, as the king had promised to bestow the land and title to whoever won the tournament, but to give control of the border-checkpoint between Aberlin and Getwinn to a YURJAN? A foreign knight from the heathen north? People had very little time to react to this upset, because at this moment, a rider barreled into the fairgrounds, screaming "BANDITS BANDITS ARE ATTACKING"

    During the tournament, I was periodically pulling King Elgar's player aside to handle some combats off-screen, using the dice-pool mass combat system from Chainmail. You see, his patrols that were keeping an eye on the countryside were being attacked by bandits. Though the patrols of 5 horsemen each were massively outnumbered by 25-50 bandits each, the ratios of Medium Horse to Heavy Footmen meant that the patrols dealt heavy casualties to the bandits, and in one skirmish a horseman escaped, riding to warn the people at the fairgrounds. 

    King Elgar declared a state of emergency, the peasants were ordered to evacuate to the city, escorted by the infantry guards present at the festival. The knights who had been competing in the tournament were conscripted and rode out with Prince Edric to find and dispatch the bandits. Unbeknownst to them, they were headed in the wrong direction. The bulk of the bandit force was not west, where the rider had come from, but east, between the fairgrounds and the city. The evacuating peasants with their guards were ambushed from both sides by bandits emerging from the cornfields to slay and plunder!

    Despite having the tactical advantage in terms of initial positioning, the dice were not on my side and my bandits were slain after killing only 36 of the 900 fleeing peasantry. This battle was the straw that broke the camel's back. Either we are doing something egregiously incorrect, or we just do not like Chainmail mass combat that much. Bill and I are going to dig into this subject with some test battles that are not campaign-pertinent and get to the bottom of Rank-and-Flank medieval combat that works for our table. Following the battle I made some morale checks and it became clear the remaining bandits lurking in the area were NOT interested in tangling with 20 Heavy Cavalrymen. The session was brought to a close and I took "Next week or so" orders orally from each of the faction players. 

    Before everyone left, I revealed a twist from the Shucked Oyster that got the players scratching their heads. Gaston the Righteous slew 20 prostitutes on Saturday, but on Sunday morning 10 of them were back alive, working on rebuilding the Oyster as though nothing had happened. None of the townsfolk remember Gaston killing these women (They remember him killing the ones who did not come back), and overall it's as if nothing had ever happened to them. I explain that the Patron characters are in on this amnesia, they have no memory or awareness of this temporal slip, but the adventurers definitely notice that something strange is going on. The end of the day left us with all sorts of questions as the central conflicts of the campaign begin to take shape:
    
    1. What is the cause of this time-slip, and why has nobody noticed?

    2. What are the objectives of the cult of Malchimpus, and just how many people are involved?

    3. What is the motive for King Elgar to be trying to push forward good relations with the Yurjans? Is it just his wife pulling the strings or is something bigger going on?

    4. Why did the Dark Shadow kill that merchant? Unarmed targets have not been his style until now

    5. Where did those bandits come from? There hasn't been a raid this ambitious in years, and they were well-equipped. 

    6. What exactly does Garfunkle the Wise want? Why is he always hanging around important people? 

    All these questions and MORE will be surely be (Somewhat) answered in sessions to come!



Friday, 27 September 2024

The Valley of Yurd Session 002: DECAPITATION

 The adventures of my medieval-fantastic Ottawa Valley continued this past Wednesday as our squad of adventurers awoke from a night of raucous carousing at the Shucked Oyster and sought to replenish their reserves of gold. We had 5 players compared to last week's 3, introducing 3 new characters, making the party this week:

1. Francois Jean-Marc Marseilles, with his 4 surviving men-at-arms

2. Jonathan the Once-Herder, looking for a good time

3. Alden, a sell-sword who styles himself as a disgraced knight, along with his squire (porter) Belvedere

4. Taff, a fighter. 

5. Gard, a fighter with only 1 hit-point. 


THE ADVENTURE

    The players did a little hob-nobbing around town to resupply and in doing so had a few town encounters. They saw Gaston the Righteous, the greatest paragon of goodness and strength in the land, arguing loudly with his sword. They overheard one of the women from the Oyster enthusiastically prattling about a "Adventurer School" being set up on the outskirts of town. Finally, they are approached by Janice, who lures them into an alleyway in an attempt to peddle her "Mystically Enlightening" vials of Mystiflux Slug venom. Francois becomes convinced she is a witch, but Jonathan takes her up on the offer and hallucinates prodigiously. During his trip he encounters the spectral likeness of Mondopolis Gangler, the towns reclusive and eccentric tailor. He asks if there is any bandit hideouts nearby, but a middling reaction roll leads to Gangler instead relaying the location of a smugglers cache in a corn field outside town. The players decide to investigate!

    The cache has a burried box containing some sort of dark indigo liquor, a bag of coins, and a note that instructs the reader to "Avoid moving the product until after the festival, he has eyes everywhere and I think he suspects us", signed "Jasper". The crew recognize the name as belonging to Jasper Cunningham, a local moneylender and shifty individual. They elect to take the money (As it is harder to trace) and relocate the liquor to a different spot so that after the festival they can try to move it themselves. Happy to have gotten some easy loot straight out the gate, they conspired to try and find some kind of dungeon or lair to expand their profits further. 

    The townsfolk speak in hushed tones about a shrine to Andal, the god of death, in the local cemetery. I'll spare my dear readers a prodigious lore-dump about the pantheon of the setting, but in short-hand Andal is the third of three principal gods known by the Yurdish, and represents death, chaos, evil, darkness, etc etc etc. He is never directly worshipped or prayed to, and while there is always a statue of him looming over any given cemetery, it is taboo to ever look directly at it. This shrine is the only known "place of worship" dedicated to Andal anywhere in the Yurdish kingdoms, and has not seen regular use in 180 years, since the great-grandfather of the current king of Aberlin constructed it in a fit of delirious fury. Either way, it seems that the place has been mostly sealed for a long time. 

    When the party arrived to check it out, they noticed that Pleasant Peter, the gravedigger and groundskeeper of the cemetery, was uncharacteristically absent. Approaching the shrine it towered over the headstones of the graves, a featureless stone edifice standing some 30 feet tall, with a 20x20 footprint in the dead center of the cemetery. The only adornment of the shrine was the smiling face of Andal carved above the brass double-doors leading in (Which the players piously avoided looking at). Pressing in, they found a corridor that slopes down into the earth, with damp flagstones covered in over a century of dust and grime. They ventured forth, wary of what they might find in this seemingly forgotten fane of darkness. 

    The sloped passage opened into a much drier chamber, with footprints in the dust indicating recent traffic. The flagstones of this room were made of chopped-square tombstones, the players felt deeply uneasy. Doubly so because laid out on the floor was a toppled statue of Andal, his head cracked off and his nose chipped off. On a pedestal where he stood before was a horrible statue of a wretched Ape-Demon. The players groaned "Of course, the Spongs are back. 210 feral spong women occupy this dungeon". They had three potential doors they could go through, and true to form they took the door to their left. 

    This next room had a copper-lined cistern in the center, and Alden decided to lower a stone on a rope down into the water to feel around for what might be down there. He felt the clank and jingle of small metal pieces, and it was determined that there was loot down about 15 feet into the cistern. He requested that his porter go for a swim, and it was here that we needed to determine his loyalty. Dragons Beyond uses the "Ego" ability score to determine the loyalty and courage of hirelings, and we rolled. 6, SIX, was the score determined, and thus is was established that Belvedere was a bit of a coward. He staunchly refused to swim, and so Jonathan stepped up to see what he could do. Fastened at the waist, he descended into the waters, only to find himself stuck in the carcass of a slime! We rolled to see if he was hands-first or feet-first, as this had not been specified, and he got lucky, with his free hand he tugged the rope and the party pulled him back up. 

    Being of much sturdier stuff (Strength 18!), Francois went down to retrieve the goods. He had an easier time, and returned with some coinage and some very nice-looking weapons and armour. A shield and mace, and a coat of chainmail, all shining as though just polished yesterday. Given the "low-fantasy" milieu we are operating in, I kept it extremely vague as to whether it was "Magical" or if the bonuses to hit and protection were instead the product of advanced alloys or craftsmanship. However, as we shall see later, the party decided that it was cursed anyways. Alden put on the complete set, and I hinted at a minor enchantment "You feel at peace, nothing in this dungeon can frighten you". At this moment a random encounter came up. Eight Berserkers were barreling into the room, wielding two-handed swords and garbed in patchwork leather armour. I described them as having skinned faces sewn over their own faces, and this generated the desired response of disgust and virulent desire to smite. 

Berserkers deserve a spooky, autumnal theme

    How we've been handling written/declared orders is that I jot down what the bad guys are going to be doing on an index card as the players are deciding what they are going to do, so that my declared actions aren't revealed to them while they are in the tactics phase but also keeps me from having an idea of what the players are going to do when I decide my actions. Actions were declared and the Berserkers won the initiative. They elected to move first, 3 charging Taff, 2 charging Jonathan, and 3 just charging in the general direction of the players, hoping to make contact. The charge movement was enough for them to close the distance, and melees broke out. Much like Dab's duel with the Bandit Leader last week, weapon class became a really important variable, as the Berserkers got first strike in every melee they entered. We resolved the attack made on Alden first, clad as he was in his shiny armour and shield. Despite the bonuses to protection present from the new gear, the berserker landed a blow and dealt the maximum of 6 damage, Alden was beheaded without ceremony. His porter-squire, Belvedere, loosed a crossbow bolt in a fit of uncharacteristic courage, "MY LORD!!!!!" and felled the berserker. 

    Everyone else fared much better, I landed very few hits in comparison to the players, and when I did hit I rolled a 1 on damage 3 consecutive times. The berserkers were quickly slain, and looting commenced. There was some paltry coinage, and nobody wanted the leather faces or rusty zweihanders. The party decided to quit while they were ahead and head back to town. Alden's player took over Belvedere as his new PC, and we gave him a 1-6 chance that he could raise his Ego stat after this blistering act of courage which ascended him to the ranks of "Levelled PC". A success! What was once 6 is now 12. As they approached town, Gaston the Righteous was waiting for them. 

    Gaston (A Shucked Oyster NPC) has a mechanic wherein if he sees a PC with 18 Strength, he immediately challenges this PC to a contest of might. He had not had the chance to challenge Francois in a match previously, as he was preoccupied arguing with his sword. But he was ready now, and in a booming voice that exists somewhere between Brian Blessed and Kermit the Frog demanded this contest occur immediately. Francois, equipped with the shiny chainmail and shield, decided to accept the challenge. Throughout the duel, the poor guy could not roll a single hit, the dice felt loaded against him, a truly wretched string of bad luck. Gaston thrashed him thoroughly. After the match, Francois lamented that between this and the decapitation of Alden, the armour was almost certainly cursed. Gaston was appalled, and demanded a rematch during the tournament that is happening next week "When you are feeling more like yourself". Francois has earned the respect and admiration of Gaston, who may prove to be a powerful ally going forward. 

    We ended the night here but people did message me afterwards indicating if they wished to carouse for downtime. Various minor things happened but there were two that matter most. First is that Taff had a Mystiflux Slug Venom trip where he asked Mondopolis Gangler "Where are Mystiflux Slugs found?" and learned of their location in a nearby marsh. Second is that the OYSTER BURNED DOWN!!!!! The true culprit is unknown at the moment but as it stands everyone in town is blaming Mungo Borlov, a suspicious-looking aristocrat from the horrible wild-lands north-east of the river. 


Wednesday, 18 September 2024

The Valley of Yurd Session 001: The Road Crew Job

    We're back, after a lengthy hiatus from writing as I concluded my undergraduate studies I have returned to begin documenting my games in the written word once more. The Dschungelberg Campaign came to a close, and now it is time to explore new avenues. We will be dialing back from the encroachments of the Supplements that arrived at us just defaulting to AD&D and returning to OD&D in the form of Dragons Beyond, though this time we are not permitting the arrival of the d20 and the Alternate Combat System. We will be using Chainmail as rigorously as possible (Though many say this is not possible!) and exploring the "Lowest Fantasy" setting ever put to our table. Effectively just medieval, with magic and fantastic elements intended to be as infrequent, uncommon, and deeply evil as one might see in the Howard Conan stories or Arthurian myth. The players will all be playing fighters for the foreseeable future, though magic will be accessible to some of them on account of the ELDRITCH and VILE nature of their assigned factions. While the factions (and campaign map) were primarily generated using the AD&D DMG, I have "massaged" the results to integrate well with the Shucked Oyster by Black Lodge Games as well as a Lamentations of the Flame Princess module that I will be revealing at a later date (We love surprises!).   

    I've written this introductory paragraph in advance, so I will now step away from my computer and get ready to run the session. Things should be interesting, I have sent out the last relevant faction sheet and I look forward to seeing how things will all shake out. 


THE RESULTS ARE IN

    This was super cool. I had three players, all of whom have already received their faction/patron-level dossier for this campaign. We did a brief rundown of the key details about the part of the map their characters would be calling "Home Base"

        1. The city-state of Aberlin was their home, with 2000 urban residents and some 3-4000 rural peasants in the surrounding area

        2. The king, Elgar, is seeking to establish permanent trade with the city of Galurgan on the uncivilized side of the river. This has been slow going, as the road crews have to deal with constant raids by local clan chiefs and bandits who do not want their territory to be civilized.

    This was all the detail that they really needed, and after rolling up characters, purchasing equipment, and hiring men-at-arms, "The Herdsman" were ready to take on some muscle work for the crown. There was talk that a group of bandits had taken to raiding the road crews building a road from the north bank of the river to the city of Galurgan, and the merchant's guild was offering a 200gp reward to anyone who could deal with this for them. They rowed across the river in search of trouble!


First session in "Fantasy Ontario" and the adventure is about a stalled-out road crew. Some jokes write themselves. 

THE CREW

Jonathan the Once-Herder: A hapless farm-boy roped into seeking adventure by his friend Jean-Marc. He rolled three 1's on his starting gold (for 30 total) and could barely afford weapons, let alone armour. His player is playing King Elgar of Aberlin (Riddled with Senility) at the Patron Level.

Dab the Charmer: An ambitious and handsome fellow, character details are sparse for now but he did hire 10 Light Foot to accompany him on the mission. His player is playing Prince Edric of Aberlin (Valliant knight of virtue and the only legitimate son of King Elgar) at the Patron Level. 

Francois Jean-Marc Marseilles: A Yurjan man who spent his adolescence working the farms and militias of the Yurdish kingdoms. He hired 5 Light Foot to come along with him, and this player is playing Garfunkle the Wise (A Shucked Oyster character, enthusiastic occultist and probably the smartest man in town) at the Patron Level.

THE JOB

    The Herdsman arrived on the north bank of the river Yurd at around noon, and after asking for some details from the road crews, learned that the bandit attacks had been occurring generally at the "End of the Line", the furthest developed piece of road. The players decided that rather than tromp about the woods looking for bandits, they would set up an ambush and watches at the end of the road, near the road workers, and wait to be attacked. Two more days went by with no sign of the villains, and Dab had run out of rations to feed his men-at-arms (There was no money left after equipment to get a full week of rations for his 10 men). A fortunate reaction roll with the road workers saw the crew on the receiving end of some shared stew and beer, and on the third day north of the river some bandits appeared. Five men in chainmail carrying axes stood at the end of the road. 

    "If you do not surrender now, Pierre here will run and call for reinforcements!" Cried one of the bandits. In a straight fight this would have been a risky situation, they were much better equipped than the spears and lack of shields among the men-at-arms of the herdsman, and the three PCs, while more dangerous, had as few as 2 hitpoints before death loomed over them. Fortunately for the PCs, they had the advantageous position and won initiative, allowing them to close the distance and hit the bandits from both sides in a brutal flanking manouevre. This was the first combat of the evening and despite the players still being very shaky on the rules of Chainmail it went very quickly, with only one man-at-arms lost on the side of the players. 

    They spent some time trying to track back to where these bandits had come from, and after a few hours they found themselves on the receiving end of an ambush, just 30 yards from where the bandits make camp. 5 more heavy footmen along with a leader in plate with a mean-looking morningstar appeared in front of the party, and 5 archers appeared in behind, ready to pepper the unprotected rears of Francois' men. The bandit leader demanded their surrender, but this was not to be, and combat once more broke out. 

    We got a tie on initiative, so everything happened simultaneously. Dab took his men in a charge directly against the heavy foot and the bandit leader. Francois directed his men to veer 45 degrees into the trees, out of the firing zone of the archers, and about-faced himself, hoping his plate armour would save him from the archers. Jonathan also about-faced to stand alongside Francois. The archers fired, but didn't land any hits. Then the melee with Dab and the bandit leader (And their attendant men) was resolved. It was messy, Dab had the advantage of first strike against the bandit leader, as his spear was more than 2 weapon classes higher than the bandit leader's axe. Despite this, he missed (His spear was not well-suited against plate). The bandit leader failed to land a blow, and in the second round of combat also failed to take advantage of first strike now that the distance had been closed. In the second round of combat, Dab slew the bandit leader with a single spear-thrust. As this duel was playing out, their soldiers were exchanging blows. All said and done, Dab lost all but 4 of his 9 remaining soldiers, but the morale of the heavy foot broke with the death of the leader and Dab's men were able to take pursuit, killing all but one of the remaining bandits (Who promptly surrendered and was taken prisoner). 

    Over on the other side of the combat, Francois, Jonathan and Francois' men-at-arms made short work of the archers, who were too close to risk changing face and running, so they drew daggers and closed in to melee. Francois lost a soldier to these long knives, but none of the archers lived. The players interrogated the prisoner to get the rest of the way to the camp, which they found had no more enemies in it, and commenced to looting from the stores of loot taken by the bandits. A total of 3000gp worth of jewelery, baubles, gems and coinage was taken. This would have been enough to level all three of the fighters (Dragons Beyond, the OD&D clone I am using, has fighters hitting level 1 at 1000 xp) HOWEVER both Jonathan and Dab have negative modifiers to their XP gain. Poor Jonathan has 6 strength, resulting in a -25% modifier to all incoming experience. 

    Carousing at the Shucked Oyster was the only means of getting that last bit of XP needed to push Jonathan and Dab over to level 2. The party made their rolls, and we got our first results on the carousing table. Both Dab and Francois rolled "Said something nice about Ulric the Despoiler, killing the vibe" and had to roll a random patron of the oyster they had made an enemy of, both getting Ulric the Despoiler. 

    "The two of you go on and on about how pleasant Ulric the Despoiler is, and the people get so irritated with you that they leave, locate Ulric, and start harassing him, throwing stones at him, etc. The poor man begins to resent you for drawing this unwanted attention to him"

OVERVIEW

    This was great. The fatigue and morale rules of Chainmail are taking some getting used to. One player remarked that it was proving tricky to get his head around because it is simultaneously different from his expectations as a D&D player and different from his expectations as a wargamer who learned on modern rulesets like Black Powder, Bolt Action and Warhammer. The structure and mindset of 70s American wargamers was truly a unique and precious thing, may it never pass from the earth. Looking forward with great eagerness to the next session (October 2nd) when hopefully more of the regular group will be in attendance. The first round of patron orders for this campaign are due on September 28th, one week before the first Braunstein (October 5th). I spent a good deal of (enjoyable) time laying the groundwork for this game, and I look forward to seeing how this first month of player activity jostles, disrupts and modulates this initial static "snapshot" of the gameworld. 

Copperhead County Session 01: The Ole' Double-Cross

 Oh shucks I'm running a Forged in the Dark Game again, this time around it's "Copperhead County", a riff on crime drama l...