I haven't posted to the blog in nearly a month, which is not usual for me, but it's because I've been building a big dungeon campaign and, for the first time in years (and first ever for an OSR style game!), running it for some people from the phloxserver.
As with the DEGRADER playtest, actually running systems that you've been spinning around in your head in the abstract does a lot of teaching very quickly. I'd like to do some reports as the game progresses, in order to better organise my thinking around what's working and what isn't.
But first, the session report (the wonderful EcksianRaven, or 'Glaumring', has put up one of the own here):
The Swallows, a rag-tag crew of Baronial fixers only recently brought together by circumstance, arrive in the court of Petty Queen Gloran, and are charged with travelling to nearby Brythwin lake. Their mission is to put an end to the magical, perpetual storm that rages there, and to slay or drive off the monsters that have been emerging from it.
Their captain is 'Little' Ganzorig, once a farmhand, now a holy man and spiritualist.
His personal servant, and second in command, is 'Old' Leo, a veteran fighter and one of the Barony's ancient order of Stewards.
Their cartographer Euphemia, a Captial Bravo, and a saint of the church in her rough way.
Their quartermaster, Ysolte, the Southern Mentat, who stands seven feet tall and grins horribly, with a brain like a computer and a head full of tumours; whose touch freezes men solid and whose blood runs clear, and burns like gasoline.
His loyal Cat companion, CCC (Concupiscent Cannibal Constellations), the dream-walker.
Many Deaths Adorn Her, 'The Duchess', queen of predators, one of the ancient race of Terror Birds.
Maud Mercy Mandolin, companion and friend to the Duchess, a painter and a street brawler: a dangerous woman.
Gwynnfain, questing Errant from the southern steppes, trusted with the terrible flamethrower that bears the name Sunset and Evening Star.
His cousin Glaumring, the youth whose arms are titled Unencumbered by Presumption; a strange and ancient suit of pale metal, with a helm that banishes illusion and falsity.
Professor December August, schooled in the pattern languages of the academies, friend to ancient and powerful entities.
Xir Dog companion Harken, stalwart guardian and sweetheart.
Jane Jansworth, a poet and professional fixer, a woman of quick wit and many talents.
The Mountaineer Foresight, one of the so-called God Warriors, whose feet and fists are death.
Ymogen the Right Arm, of the reclusive Harpooner cult that makes their home on the Lantern Berth.
SUN, most gentle animal, a white ape gambler, and bearer of the company colours.
Lypolde the fighting man, all in black, deadly with the sling.
Gerald, an elder, a chemist and a manservant both, responsible for keeping his companions in amphetamines, sedatives, and medicines.
And finally, the company's fortune and their high spirits, Hyacinth the fairy.
(class list here)
A list of worthies, truly!
They chose for their requisition: two of the queen's mannequin soldiers, ten civilian attendants (including a smith and chemist), arms and armour from the royal armouries, and a mobile drug lab with equipment and reagents for several weeks use. They are aso given the following report on the dangers that they expect to face:
REPORT ON THE CURSE MEN, BY ONE WHO HAS FOUGHT THEM They attack in small group - five or six at a time. They appear to have once been humans, and you will hear them before you see them because they scream constantly: the screams are anguished and miserable. They do not appear to be able to speak, but they are very fast and very physically tough. They are not disciplined or organised, but they also do not flee, or even notice much when they are wounded. They fight with strange glass weapons - these blades are poisoned or cursed in some way. Those wounded by them waste away beneath the eyes, and none so-afflicted have yet healed of their own accord despite the care of physicians and treatment with medicine. The wasting happens slowly, and then very drastically, all at once. It appears that each wound suffered advances the illness (if such it is) a little more, until the tipping point. The curse is worst of all in the mind - the few survivors cut with the glass blades report a hideous buzzing noise that will not let them rest. 'Splitting' is the world they use; as if the head or mind was 'splitting'. Other than this, nothing is known. None have yet been captured, and none of the slain yet recovered.
Then they set out from the Glorani stronghold and travelled two days to the shore of the lake, where a barge waited to bring them and their supplies across.
Once inside the storm proper the Swallows find themselves needing to decide where to land. The ruins, which house unknown dangers, lie to the south, and the rest of the island is an overgrown, saturated, muddy bog after two weeks of rain. The boat is tossed about and endangered, so they quickly decide to land outside the ruins (which they mistrust) and slightly to the north, and put her to ground on one of the silt beds formed by the recent erosion. Ymogen the Harpooner, a capable sailor, ably oversees the dangerous landing.
Finding that the ground close to shore is soft mud two feet deep, they send Duchess the terror bird on a scouting mission for firm ground. She makes use of her great speed to run clockwise along the cost of the small island, and quickly runs into the local feral cat population along the northern shore: first five or six, then fifteen, then forty or more, watching her through the rain with curious, predatory eyes. She has discovered their stronghold; and lets loose her terrifying hunting warcry - the cats spring into action and move to cut her off, so she retreats back to the group. On her return, the Swallows decide to move inland, dragging the barge and wagon with them, then send out more dedicated search parties to find a suitable location to pitch the main camp.
After some scouting revealed a low hill close by the ruins, they drag the barge over to form a stable platform for the main tents, and set about clearing the brush around the camp with swords, and setting up their production facilities and defences. As they work they have a sighting of two large feral cats watching intently from the long grass, but after several minutes they disappear.
Just as the sun is dying one of the attendants, Tyranox, who is busy clearing brush, lets out an anguished scream. Her leg is caught in the pincer of a huge white coconut crab, and sliced almost to the bone. The Swallows rush into action and quickly exterminate the five horrible marsh crustaceans, before tending to their wounded hireling. As their first night falls on the island they cook the crab meat and eat it, and sing songs, and post watches along the perimeter.
First Day
The Swallows wake, and Captain Ganzorig decides to begin the exploration of the ruins in earnest. He sets his watches and orders for the smiths and chemists, and then gather the first away party: 'Old' Leo, Deaths Adorn Her, Ysolte the Mentat, and the cat CCC.
Together they approach the ruins from the north. The Duchess once again begins a scouting mission, running between the ancient, crumbling buildings, and reports no movement. The ruins themselves are strange: crumbling white 'sheets' of stone divided into rough rooms and corridors, but falling into themselves, without any clear sense of purpose. In the rain they are failry rotting into the earth.
Between these are three larger buildings, more sturdily made from red brick: one to the north, circular, three stories high; one centrally placed, largest of the three, two stories high, and a smaller one to the south.
In fact, the ruins look like...
...this. 1, 2, and 3 are red brick buildings, 4 represents squat concrete towers with bunker windows, 5 is an iron chute that disappears into darkness, and 6 denotes cast iron stairwells that likewise drop into the earth. The large unmarked sections are collapsing plasterboard rats' nests that once may have had recogniseable purpose, but now just look like (in the words of the duchess) mush and slop.
Ganzorig and party spend some hours going through several of the collapsing sections, and find little of value - some glass bottles, rot and mould, drains in the concrete floors. They try to force access into one of the concrete blocktowers but, having left their pry bars in camp, have no way of forcing the locked doors.
Next they decide to enter the large northern circular brick building, and to their surprise the huge iron doors are unlocked. Inside they discover three floors of iron cages built around a central shaft, inside which is built an iron scaffold tower, with stairs, walkways that allow access to the cage-levels, and a strange and complicated looking mess of machinery at its top. The building is a panopticon. The floor is tiled, and sinks (beneath the tower) into a broad pit that drops away into darkness. Slumped against the walls they see two fifteen foot tall glass or crystal humanoid figures - statues? puppets? not clear. One of them has a weird iron box on its head, the other holds an enormous translucent spear. They appear totally stationary.
| Side plan of the Panopticon, not to scale. |
The swallows decide that they don't really want to fuck around with fifteen foot tall living statues (although they spend a long time discussing their worth as treasure if they do turn out to be genuinely inanimate), and leave this building be for now.
They continue searching the surrounding buildings, and come across a series of crudely installed noisemakers rigged to wires in some of the collapsing buildings, and what appears to be the remains of a shooting range: glass bottles lined up in windows, smashed shards scattered about, bullet holes in the walls. As they emerge from the warrens they hear something else for the first time since they entered the ruins - the sounds of human screaming, off in the distance, but growing nearer. They have thirty or so seconds to get in formation before three naked, screaming humans run out of the rain at them. They hold long white knives, and they sound horrible and sad.
The swallows make the fateful decision not to open fire with their firearms for fear that the noise will bring more of these things down on them. Ganz and Leo brace spears and draw steel, CCC melts into the nearby foliage, and Ysolte flanks to right of the group. When they reach 10ft distance, the Duchess fells one with a throw barb from her crown (she hurls it by flicking her stately head) - it goes in at the eye and kills instantly. The other two fall on Ganz - he gets his spear right through one, which doesn't seem to slow it down much, and Leo beats at it with the pommel of his rapier, and then many things happen simultaneously: Ganz takes a bad wound from one of the glass knives, and looks about to take another before Leo jumps in front of the blow - both are gashed open. CCC springs out of ambush and attacks with claws, Ysolte barrels into one and crushes it to pulp in a bear hug, and the duchess sprints up behind the last, wounded enemy and caves its skull in with her killing beak.
Everything is over in a few seconds, and Ganz and Leo have both been cut up badly - if Leo hadn't put himself in harms way Ganz could well have died. Immediately their heads fill with a horrible buzzing noise, and they both lose a point of CON. Breathless, shaken, and bloodied, the Swallows decide to return to camp for the night. They take the bodies and knives with them, and after several minutes Ganz and Leo report that the terrible buzzing has ceased. The CON does not return.
Back at camp, they set about experimenting with the knives. December August, the company academic, happens to have an entity in xir stable, Stygia, that specialises in curses. Stygia (who takes the form of long fingers and the whisper of pages in forgotten libraries) is summoned, and immediately gets excited about having a new curse to study. She gives them some pointers as to its nature, and bids them keep her in the loop. Then they rest.
Second Day
On the second day the Swallows decide to trying to map the rest of the surface ruins, before attempting a foray down into the earth. Instead of the messing with the giant figures and the panopticon, they head south to reconnoitre the other two brick buildings. The group is mostly similar, but captain Ganz is shaken by his near death experience, and decides to spend the day taking the camp in hand - he is replaced by the sainted Bravo, Euphemia.
The first thing they do is check the smallest of the brick buildings, which they discover is a church. Eight dead cats and two dead Curse Men are strung up around the exterior, and the building has been heavily barricaded and barred from the inside. Quick exploration of the roof discovers a hole in the tiling, and a ladder into the interior, where they find the remains of the camp left by the first expedition to Brythwin - many supplies, some weapons and ammunition, a sacred timeline painted over an older mural, two more curse knives, one shattered.
They decide to secure this site as a potential second camp/strong point, and move on to the surrounding area. They find little of interest in the nearby block towers (although one appear to have a tunnel leading down into blackness in the floor), and quickly decide to move on the last of the brick buildings yet to be explored: the large, centrally located one. The main door is barricaded shut and painted with a large 'T', but one of the iron doors has been bent out of shape creating a small crawl-way. The party quickly decide that this obvious entry is far too dangerous, and seek alternate routes.
After some false starts, Euphemia uses her acrobatic skill to get onto the roof, and sees a that the building is a double story barracks or dormitory, built around a lush and vibrant central garden. The roof is partially glass to allow sunlight to feed to plants below, and one of the panels is missing. The party use ropes to climb up with her, and then rappel down, while Duchess runs frustrated circles around the exterior. The check out the garden, which is beautiful and peaceful and moon-like and full of strange fruit and berries (they take 2 INV with them), and then move to disassemble the barricade at the entrance to let the bird in. They find a nasty like barded-wire cage trap around the crawl point at the entry, as well as a thick, weird-smelling, vaseline-like goo on the floor, which they wisely decide not to touch.
A quick whip around the remaining interior spaces reveals some small human footprints in the ash of a fireplace, and 2 plastic rain ponchos hung up on a wall, which are essentially magical artefacts to Baronials, and which represent the first genuine treasure found during this game. They explore enough of the interior that they get the map, which looks like this:
| Barracks, ground and first floors. |
The only space not yet explored is 6, which when they enter appears to be some sort of tiled kitchen area. All of the heavy iron surfaces, implements, and stoves have been piled up in a haphazard pile of sharp metal along the eastern wall, which Euphemia immediately decides to pick through, to see if it hides anything. Leo wisely suggests that she tie a rope to herself in case of trouble. As she makes her way across the pile, she realises that the ground beneath it, and some of the iron itself, have been slathered with the same odd-smelling vaseline stuff that they found at the entrance - she puts her hand on it, but makes her CON save against whatever it is, which is to say that her head swims a bit but she basically retains her awareness. She also hears the softest movement from just in front of her, behind the final overturn table. Overcome with curiosity, she climbs further, only to see: a small tunnel leading back and down into the earth; two red eyes but human-looking eyes; the flame of a tallow lantern, thrown at the ground beneath her.
WHOOOOMP. The whole pile goes up explosively, and Euphemia is immediately reduced to 0hp in the flames. She is quickly yanked to safety by her friends, but the three petrol boms she was carrying have also ignited - Leo tries to draw out the burning rags and throw them away but as he attempts this one of the bottle shatters on him, nearly setting him alight as well.
Thick black smoke, with a strange and bitter smell (Ysolte the Mentat detects potent hallucinogens in the smoke), starts to fill the room. They consistently make their CON saves against this, and retreat out of the building post-haste. Euphemia is on her feet, but barely, and they decide to cut their losses and retreat back to the camp.
The deposit the fruit and the strange ponchos in the war chest, which awards them their first XP of the game! 540 all told, split five ways.
That night they hatch many schemes for dealing with the hated 'vaseline gnome', and also perform some experiments on the curse knives that they have recovered: it seems that shattering the knife does not disperse the buzzing noise from the glass, but melting it down appears to.
All bed down for another night on Brythwin, and, now that the surface has been conclusively mapped, a descent into the unknown beneath...
| Ysolte, the Southern Mentat |
| Death Adorn Her, 'The Duchess', Terror Bird |
| 'Little' Ganzorig, Little Saint and Elf Friend |
| 'Old' Leo, Fighter and Steward |
| Euphemia the Ugly, Capital Bravo and Little Saint |
| CCC, Cat |
| SUN, Gentle Animal, White Ape |