Showing posts with label GaryCon. Show all posts
Showing posts with label GaryCon. Show all posts

Sunday, April 24, 2022

Company of the White Oak Campaign - Bonus Gary Con Session + Session 46

(From my Gary Con report: )

Despite my providing pregens we spent about a half-hour on people’s characters. I also gave them the chance to take on 1st level hirelings, since their numbers were lower than I’d planned on. But maybe that was okay, as it gave them a chance to familiarize themselves with what they were playing (or hiring). After that, with very little background, we launched right into an expedition to the castle!

 

It was interesting to see how they played differently from my regular players. Getting into the infamous castle dungeons was not important to them! They spent time investigating the outside of the hill the castle stood on and found a concealed dragon lair entrance no one had ever found before. Now, they were playing 3rd level characters, so I was plenty worried about this session ending super early! At first they were debating about whether this could be an illusion, but they did the right thing in the end and ran.

 

Next they explored the main keep in the upper works of the castle. They triggered an illusory trick of unending stairs downwards and, when they got back “up” found a pack of skeletons -- nothing they couldn’t handle with some turning. The ground floor rooms were mostly cleared out, so they went up. In the southeast tower, they went up again, to the third level of the tower, and encountered giant spiders. The spiders nearly killed two party members who went up a ladder to investigate, but the adventurers were able to suck the venom out in time and save themselves (second saves).

 

Staying on the second level, they killed some goblins…found the magic sword in the throne room and claimed it (after they nearly lost a Lawful character from grasping the Neutral sword)… found the wraiths watching in the balcony over the haunted ballroom on the first level. They used a ladder from the tower to get down into the ballroom, where the dwarf drank magically nourishing ale, and then fell off he ladder as he was trying to bring food back up for the “king” and “queen” in the thrones. The wraiths were not as appreciative as the party had hoped; the “queen” began energy draining one of the clerics until he went from becoming a priest to an acolyte. The other priest turned the wraiths and sent them flying.


 
They found an armory where they found platemail armor for everyone who didn’t already have some. And then they moved up again! On the third floor they found a study guarded by a giant lizard! They put the giant lizard to sleep, but then forgot about it while they were searching the room and they wound up having to fight it after all. The study had a small fortune in books (plus some other items, but mainly for the books). In reading one of the books, the now-acolyte learned that they would waste away from a curse in a matter of minutes if they took too many valuables from the room -- unless they won a game of chess first.

 

The now-acolyte sat down at the chessboard and his mirror image appeared in the chair across from him. They played and the acolyte was checkmated. The dwarf and one of the elves (the one who’s player made lots and lots of puns) were able to checkmate their duplicates, though, so they were able to leave the room and cleared out all the treasure on multiple trips, leaving it all by the front door downstairs.

 

And they could have left there with a good-sized haul, but they got greedy and pressed on. They found a master bedroom where the floor was covered in all kinds of animal skins -- tigers, wolves, and bears mostly. As the other elf moved into the room, he felt compelled to go lay down on the bed and fall to sleep. As the acolyte moved into the room to retrieve him, the animal skins all animated and attacked. The other cleric thought it was madness to go in against such odds, as there were 12 animal skins attacking, and they were out of healing spells, but the others went in. And started dropping. Three party members were mauled so badly they were dying on the floor. The first elf and the second cleric fled with the hirelings (and the dwarf’s mule), leaving the second elf to enjoy his sleep while the others bled out around him.

 

But for those two, it was a very successful expedition, having netted more than 6,000 gold in treasure!


Session 46

Planting 7, 622 CY
City of Greyhawk

It was still unusually cold for this time of year, and a rainy, dreary day. Word had reached Haruspex Niv and Percy that Reed Underbough was assembling his own Company of the White Oak. Unable to ignore it further, they confronted Reed at the Green Dragon Inn today. 

Reed seemed flabbergasted that anyone would suspect him of anything. He was just recruiting to fill out the Company again, after the loss of six of their members. Reed reminded Percy that he had helped out (once or twice) at the St. Cuthbert Orphanage that Percy was so attached to. Percy, of course, knew that Reed was a thief and thieves were not to be trusted…and yet, it seemed that this was perhaps no power play by Reed. The matter would be ignored, this time. 

Niv, for his part, was more aligned with Reed, and had only come to see how Percy would react.

Also present at this short confrontation had been new recruits Niall Brightflame, elven swordsman and seer; Runeflinger, elven conjurer; Bowie Laughingbottle, hobbit lyrist; and Fulton Ironstone, human veteran. They were unaware that the Company was gradually drawing closer to the day when they would have to choose sides in the ultimate battle of law vs. chaos (and Runeflinger would not know unless someone translated if for him, as he only spoke Elven). They only knew that the Company of the White Oak meant adventure, and were eager to have one. Reed had been telling them of the sewers under the city and the strange characters he heard lived down there.

Why not? For most everyone in the room, the sewers were just rumored to be a place of adventure. For Haruspex Niv, the only one who had been down there, this was a chance to see how his new companions would fair against the strange, otherworldly men…
As everyone knew, the sewer grates in the city could only be opened with magic keys…unless, as Reed pointed out, someone possessed an uncanny knack for picking locks? Reed succeeded at the same old grate, behind the Music Building in Grey College, that Niv had once gone down (with a borrowed key). 

With them were their henchmen, the familiar Herv and Muelara Wynna, plus new hirelings of Haruspex’s and Percy’s – Lem Rem Grink and Arlin Fadagoria.

Although the dungeons of Castle Greyhawk smelled bad, in parts, the air down there was remarkably fresh, as if protected by magic, some genius of engineering, or both. The sewers of Greyhawk, though…this was where every bad smell in the city went down to die. 
Niall, accustomed to pleasant odors, wished he had a perfumed handkerchief to wear over his face. 

Haruspex led them northeast, “upstream,” beside a trench of sewage. Up ahead, the trench crossed in front of them, blocking their way into the first chamber they encountered. Niv knew that the entrance to the otherworldly men’s lair was on the southeast side of that chamber.
Reed was the first to jump across -- easy as pie with his magic jumping boots. He climbed the far wall of the chamber and spiked rope to the wall, then ran the rope back to the trench. He tossed it across to Percy, who spiked it to the wall on his side. While Runeflinger was telling everyone who could understand him that they should go back up top and find materials to build a makeshift bridge from, Percy tested the rope and was the first to cross successfully. Niall, impatient and not trusting the rope, was the first to try to jump across without magical aid, but lost his footing on the sewage-slick floor and came up short of the other side. Reed and Percy had to help pull him out, as the elf was too covered in slick sewage to pull himself out on his own.

Niall, as he spat something he hated to think about out of his mouth, said he was ready to leave and go risk his life at Castle Greyhawk, but Haruspex pulled rank and told him he was going to have to stay. They would all prove themselves down here.

Meanwhile, the rope held for Runeflinger, but Bowie and Fulton tried to cross together, the rope unraveled, and dumped them both into the sewage.

Once everyone had wiped themselves off as clean as they could get, they approached the large steel doors. A bright white light shown around the chamber from a glass window in the door. A shutter opened and a man shouted at them in an unknown tongue. Niv tried to charm the man, but it didn’t work and he shut the shutter. Niv also tried to cast a Sleep spell through the door, but they could not hear that it did anything. Niv cast ESP and sensed no sleepiness; only someone’s deep feeling of depression and fear that he would never see home again.

The Company decided to exit the chamber up the northeast exit and, from the next intersection, watched the chamber they had just left. Fifteen minutes later, they could hear the steel doors scraping on the stone floor as they were pulled open. The chamber flooded with light and three men in loose-fitting clothes and round helmets came out, carrying weapons that looked kind of like spears without spear tips. Muelara cast Sleep and all three men went down. But how to get to the three men, with others watching from the room beyond? 

Runeflinger turned invisible, thanks to one of his own spells, and walked in front of the open doors to look beyond. Beyond was an enormous cavern flooded with what looked like magical light coming from large bulls-eye lanterns, but also coal-burning braziers scattered about. There was a central tower with some sort of machine mounted atop it that two men could operate, that incorporated a large pipe. Around the tower were three things that looked like small metal shacks, and a fourth one was closer to the entrance. There were three more normal-looking buildings at the rear of the cavern. Sixteen men, all dressed in the same uniforms and carrying the same strange weapons, were in sight, but only half were actively watching the entrance.

Runeflinger dragged one of the men away. He went back to get the second. By now, the guards seemed to have guessed what was going on and held the spear to his shoulder, pointing it into Runeflinger’s chamber. There was a CRACK like thunder and light and smoke came out of the “spear.” Runeflinger heard something ricochet off the back wall, but never saw the missile. He got away with the second man, but did not go back for the third.

They searched the bodies. They had no armor on, other than the helmets. They had knives, plus another sheathed weapon, though this weapon looked like a like a little crossbow without most of its parts. Niall examined it and could make neither heads nor tails from it. It was Muelara who deduced it functioned like a crossbow, with sling bullet-like missiles in tiny chambers inside it -- but pulling the trigger did nothing. Haruspex had seen these before and sold them off to the Slagg dwarven clan, who were amazed by the metallurgy that went into them. 

The men began to wake up as they were being tied up and they screamed in their language, but were quickly gagged. No reinforcements came from the bizarre area behind the open steel doors. The Company cautiously advanced closer again. Niv reached out to sense their thoughts and read their concern, and that they were going back for bigger weapons. The Company debated their chances. Perhaps they could take them after softening them up with a fireball? Would the fireball cross the threshold into this land where a different type of magic held sway? In the end, they completely chickened out. They would not even cross this way again to leave; they would need to find a different way out of the sewers.  

The way they chose was north (hoping it would loop back west, where they knew there was another grate to escape from). They passed a side passage where Niv had been a prisoner in a cell many months ago, but whether he had blocked this from his memory or simply chose not to mention it to the others was unclear. They continued past that, and some more side passages that went east, and focused on two that went west. Both of them led to doors (up short flights of steps). Niv’s ESP spell was still active, so he searched for thoughts behind the doors and detected boredom, and waiting for a fight, behind each door. Unless this was just a coincidence, it was likely the same group behind both.

Niall was jokingly encouraged to knock on the door, and he surprised everyone by doing so. When someone on the other side asked for a password, Niall responded with an insult in Orcish. The man on the other side thought that was hilarious and let him in. 

Both doors led into the east end of the stands around a small arena. There were six men, in leather armor and lightly armed, just hanging out here in the stands. There was going to be a big
show here at midnight and they were just killing time. Niall asked them if they could show the way out of the sewers. The man who answered the door agreed, but demanded quid pro quo of an unusual nature – he wanted Niall and his friends to form into teams and fight each other in the arena, and they would show the winning side out.

One Sleep spell later, only that one thief was left standing in front of Niall, and Niall beat him unconscious with his fists.

One of the sleeping ones was woken up and asked the same question, and he became much more compliant. Reed had an additional question this time too. One of the bounties on criminals in the city Reed knew about was for Garyne the Shroudrender. Was he in the sewers? 

Yes, he was! Garyne was a wanderer, but would likely be at the arena games that night. The Company was shown to an exit, with all their prisoners in tow! The exit was through a private building neighboring Grey College, a building owned by the Iron Workers Guild.

The footpads from the arena were marched to the nearest watch station and turned in. They were minor criminals with minor bounties – the Company collected 35 gold pieces for all of them, and only 15 gold more for all the armor and weapons they had stripped off of them. The two otherworldly prisoners were turned over to Niv’s Magicians Guild so they could be magically interrogated. There was some discussion about the strange items taken off of them – sell them or keep them? The Company resolved to keep these ones. 

And with that, the Company split up to rest. Spellcasters wanted their spells back before midnight. Niall went out and bought that perfumed handkerchief he had wanted earlier. Because they were going back. They were going back down at midnight for Garyne.

At midnight, they saw a crowd of people being admitted into the Iron Workers Guild’s building, defying the curfew (as they all were). Rather than pass for paying customers, they decided to let themselves back in through the grate, cross the sewer trench, and take those in the arena by surprise. Only…

There were a lot of people in the arena. A crowd of 50 had come. In the nicer seats in the northwest corner was Garyne, plus one of those otherworldly soldiers – and a man in dark blue clothes and a silver mask over his lower face. This last man stood up and addressed the crowd with a megaphone. He was clearly their leader, which meant he could only be one man – Black Cobra. In addition to welcoming them to tonight’s games, he also bragged about how soon they would be ruling over the City of Greyhawk, for which he received a standing ovation!
Then the games began. Six men in rags, armed with spears, were led into the arena from the lower level portcullises. And then another portcullis opened – and a large white ape entered the arena! To wild cheers, the men fought against the ape. Blood was getting spilled on both sides, but chiefly on the men’s.

And that was when Haruspex began casting a Fireball spell. The thieves were well-rehearsed for such treachery and called out to alert crossbowmen in the room to the presence of the spellcaster. Niv would have been skewered by two bolts – but Niall jumped out and took both hits himself. Niv launched a fireball into the northwest corner of the room.

Black Cobra and Garyne were both lightly injured, but everyone around them had gone down in flames. Black Cobra resisted a Hold Person spell from Percy, but was moderately wounded by a backstab from Reed, who had already quietly moved into position for this. One more missile from across the room dropped Black Cobra. Garyne tried to escape through the northeast door with Black Cobra under one arm, but dropped the man when he found both Reed and Niall hard on his heels. Both Reed and Niall resisted a Hold Person spell from Garyne, and then they both stabbed him and he spilled so much blood that he was seriously injured – and surrendered to them.

Meanwhile, in the battle for the arena, Sleep spells dropped on either side took care of most of the nearby spectators, but more moved in to attack. Niv’s new apprentice, Lem Rim Grink, was the first to fall on the Company’s side and Niv had to drag him out. Runeflinger turned invisible around that same time and escaped from the room, fearing the worst. Bowie was also seriously hurt and had to fighting withdraw from the room. Fulton was overpowered and was next down on the ground and dying!

Meanwhile, Reed and Niall had only so far disarmed Garyne and bound his hands when they noticed subordinates forming up around the fallen leader, Black Cobra, to defend him. Niall took down a robber, but then a lucky, critical hit from a lowly apprentice thief moderately wounded him and he was ready to back out of this fight, dragging Garyne with him. Reed tried alone to tack Black Cobra back, but was getting overwhelmed by five thieves at once and, after five minutes of furious fighting, he had to flee as well. 

On the other side of the room, Muelara had just turned invisible as well to beat a hasty retreat when Percy was backstabbed by a sharper and dropped! Muelara came over and administered a healing potion to Percy as he lay dying that saved his life. 

Herv had initially done very well against the apprentice thieves around him, but then two robbers were rallying thieves against him and he had to fall back at last, picking up Fulton on his way out. Arlin Fadagoria, Percy’s new hireling, had also acquitted himself equally well, falling back at the same time once seriously wounded. 

A revived Percy began casting healing spells in the hallway while Niv and Herv held the exit. He brought back Fulton and Lem, though Lem at almost the last minute before it was too late.
And then they all got away! 



Monday, March 28, 2022

GaryCon XIV Report - pt. 3

 Despite my providing pregens we spent about a half-hour on people’s characters. I also gave them the chance to take on 1st level hirelings, since their numbers were lower than I’d planned on. But maybe that was okay, as it gave them a chance to familiarize themselves with what they were playing (or hiring). After that, with very little background, we launched right into an expedition to the castle!

 

It was interesting to see how they played differently from my regular players. Getting into the infamous castle dungeons was not important to them! They spent time investigating the outside of the hill the castle stood on and found a concealed dragon lair entrance no one had ever found before. Now, they were playing 3rd level characters, so I was plenty worried about this session ending super early! At first they were debating about whether this could be an illusion, but they did the right thing in the end and ran.

 

Next they explored the main keep in the upper works of the castle. They triggered an illusory trick of unending stairs downwards and, when they got back “up” found a pack of skeletons -- nothing they couldn’t handle with some turning. The ground floor rooms were mostly cleared out, so they went up. In the southeast tower, they went up again, to the third level of the tower, and encountered giant spiders. The spiders nearly killed two party members who went up a ladder to investigate, but the adventurers were able to suck the venom out in time and save themselves (second saves).

 

Staying on the second level, they killed some goblins…found the magic sword in the throne room and claimed it (after they nearly lost a Lawful character from grasping the Neutral sword)… found the wraiths watching in the balcony over the haunted ballroom on the first level. They used a ladder from the tower to get down into the ballroom, where the dwarf drank magically nourishing ale, and then fell off he ladder as he was trying to bring food back up for the “king” and “queen” in the thrones. The wraiths were not as appreciative as the party had hoped; the “queen” began energy draining one of the clerics until he went from becoming a priest to an acolyte. The other priest turned the wraiths and sent them flying.

 

They found an armory where they found platemail armor for everyone who didn’t already have some. And then they moved up again! On the third floor they found a study guarded by a giant lizard! They put the giant lizard to sleep, but then forgot about it while they were searching the room and they wound up having to fight it after all. The study had a small fortune in books (plus some other items, but mainly for the books). In reading one of the books, the now-acolyte learned that they would waste away from a curse in a matter of minutes if they took too many valuables from the room -- unless they won a game of chess first.

 

The now-acolyte sat down at the chessboard and his mirror image appeared in the chair across from him. They played and the acolyte was checkmated. The dwarf and one of the elves (the one who’s player made lots and lots of puns) were able to checkmate their duplicates, though, so they were able to leave the room and cleared out all the treasure on multiple trips, leaving it all by the front door downstairs.

 

And they could have left there with a good-sized haul, but they got greedy and pressed on. They found a master bedroom where the floor was covered in all kinds of animal skins -- tigers, wolves, and bears mostly. As the other elf moved into the room, he felt compelled to go lay down on the bed and fall to sleep. As the acolyte moved into the room to retrieve him, the animal skins all animated and attacked. The other cleric thought it was madness to go in against such odds, as there were 12 animal skins attacking, and they were out of healing spells, but the others went in. And started dropping. Three party members were mauled so badly they were dying on the floor. The first elf and the second cleric fled with the hirelings (and the dwarf’s mule), leaving the second elf to enjoy his sleep while the others bled out around him.

 

But for those two, it was a very successful expedition, having netted more than 6,000 gold in treasure!

 

As people began logging out of our Zoom meeting after the game, two stayed behind to ask questions. They were curious about the ongoing campaign and expressed interest in joining. Success!

 

To celebrate the end of the convention, I had pre-ordered Rosati’s pizza for dinner, which I was able to go pick up because I had got dressed for Day 3 of the con. There would be no Day 4; Sunday was set aside for celebrating my son’s 22nd birthday early with his grandpa (we’ll be doing more on his actual birthday) and for (ugh) working out my taxes. But until then…I had a mostly good GaryCon!

 

GaryCon XIV Report - pt. 2

 At 4 I left to go watch “Beyond the Barrier Peaks,” with someone’s idea of a sequel to classic module S3 Expedition to the Barrier Peaks, but I wasn’t too impressed and decided I’d rather go back and watch Allen’s game more. Allen’s group completed the adventure and appeared to have a great time. I observed that Allen doesn’t use a DM’s screen, and takes notes directly in his printout of the module, the way I do nowadays too. I stuck around long enough that I was asked to take their group photo at the end.

 

By 5, I was getting tired of just watching. I wanted to have as much fun as Allen’s group! Also, the next events on my schedule to observe were Cavaliers & Roundheads on the big sand table, Divine Right on a big board, and War of the Ring -- and I had already walked past all of them before returning to Allen’s group (I got to see Michael Mornard and Theron Kuntz -- Kuntz, I believe, for the first time -- at C&R). The next game on my schedule was “White Plume Mountain Again,” so I decided to ask if I could join that game -- but, again, there was no sign of DM or players at that table! I did get to see Harold Johnson taking down props at a table nearby, though, and said hi.    

 

I saw down at “Neptune’s Emerald,” which would have been my first experience playing Mercs, Spies, and Private Eyes, but the fourth player showed up at last and I had to vacate her seat.

 

I thought I lucked out when I stopped by “DM Charlie’s The Sentinel” and found “DM Charlie” had just started running that classic UK TSR module. I was invited to play and I was in my first game! …Unfortunately.

 

I should have taken note sooner that not a single other person at the table was masked. Masking was “required” at the convention, but maybe only 40% of the guests were masked, many of the “celebrity guests” were not masked, and there was zero enforcement going on.

 

Worse, all the other players were from the same family -- two fathers and two young children. The boy next to me was about nine and, though he talked a mile a minute, somehow managed to slow our game to a snail’s pace by constantly switching his intentions. He would make bad decisions and the DM, not wanting to upset anyone, allowed for no bad consequences. We got through about four pages of the module in three hours and I was glad to excuse myself for another game at 8.

 

Before 8, I stopped to get some dinner, as I was quite hungry again. I finally bought one of the convention burgers, and regretted it as soon as I bit into it. It was really rare inside, far redder than I normally feel comfortable eating meat. I showed it to the salesman and he was apologetic. He even cut into a second burger, perhaps planning on replacing a portion of the burger I had already eaten, but the next burger was just the same. I’d already spent $6 on that half-raw patty, so I forced it down unpleasantly. Then I ran into Anna Meyer, who maybe wanted to talk Greyhawk, or invite me with her to the wedding she was heading to, but all I could talk about was how awful that burger was.

 

I wasn’t feeling very good about the last three hours when I headed back into the Evergreen room, looking to watch or perchance play “Jakala City of the Dead,” but before I found that table I passed Paul Stormberg running “Lost Crypts of the Fire Opal.” Paul called out to me and invited me to play, perhaps remembering how I had missed out on “Sunken City” that morning. It was a generous gesture, but Paul was already two hours into the scenario and had nine players around his tables. I sat at the neighboring table, took on an unused cleric (that the party did seem to need quite a bit), and struggled to remind Paul to look my way as I held up written intentions for my character on sheets of paper. I made a lot of useful suggestions, but most of the players couldn’t hear me so I had to just wait for them to come up with the ideas on their own.

 

Paul, for his part, seemed a little miffed with us that we weren’t figuring out a puzzle involving a magic statue and was distracted by a phone call he had to go take. He waited for players to shout out their intentions instead of going all around the table and was forgetful, like me, about who’s turn it was in a combat round. Still, he commanded the group’s attention and had well-prepared material. My favorite bit was his new monster (I assume he made it up), the gnarly ghoul, that withered limbs instead of paralyzing. It was not an unpleasant way to end the evening, my first day back at GaryCon, and the only day I would spend there in person. I had to bow out and thanked everyone at 10:30 so I could start the long drive home…

 

Day 2 began at 8 am when I got up and started prepping, at home, for Day 2 of GaryCon and my first day of virtual GaryCon. I was running Monsters!Monsters! at 10 and, while I didn’t tell my players, this was only the second time I’d ever run the venerable Tunnels & Trolls variant and I was nervous.

 

The idea for the scenario had come to me quickly when I was first planning for GaryCon this year and thinking of different ways of running one of my favorite classic modules, T1 The Village of Hommlet. This time, the players would be the monsters, come from the moathouse to attack the village. The idea had filled all eight player slots initially, but one person bailed.  

 

Monsters!Monsters! was not a well-balanced system, and this showed early on, despite my giving the werebear and the rock monster and the ghost character-based weaknesses. The goblin and the orc were continually overshadowed in the scenario, but it was the slime mutant, squarely in the middle, who got killed early.

 

Even split up into two groups, they wreaked havoc on the village, burning almost half of it to the ground and killing Jaroo Ashstaff after a tough fight. They had earlier learned who the Temple of Elemental Evil agent in the village was and the players sicced Lareth the Beautiful on him for a final battle that I was not prepared for, so it took place largely off-screen, with just one big melee round determining who escaped and who died in the end.  

 

The players all said they had a good time. I haven’t heard from any of them since, which is too bad, as there were several really good players among them I’d like to play with again.

 

Virtual events I was interested in were so rare this year that I only had one slot as a player, and that wasn’t until 6 pm. I spent all day in my favorite pajamas, even on Zoom call, just because I could.

 

At 6, I played “Museum at the End of Time,” a Mutant Crawl Classics scenario. I had played Dungeon Crawl Classics three times before, but this was my first time playing this Gamma World-like variant. We had only four players after a couple had bailed on him too. And we hit technical issues right away. Our GM was not aware that Google Meet had a one-hour time limit until we were about to hit it. He invited us quickly to another gaming site that reminded me of Habbo Hotel (I had misremembered it at the time as Club Penguin and - holy cow, I just looked it up and Habbo Hotel is still around!).

  

Most people seem to play ____ Crawl Classics for the “0 level funnel” mechanic of the game, but I seem to be the wrong type of player for that. When I have four weak characters, I don’t get more reckless with them, I play even more cautiously, to keep them all safe. I lost one and the other three saw several more character die. Two hours into the scenario we had already secured enough hi-tech items from the museum to, technically, accomplish our mission, so the rest of the two hours were supposed to be us going around being greedy and trying out hi-tech things that could kill us.

 

And then the weirdest thing ever happened during the game. I went downstairs because I heard a commotion down there and found the rest of the family was tracking the movement of a wild animal in the ceiling! Something, either a large rat or maybe an opossum, had borrowed into the heating ducts from the garage and then got lost and frantic in the ducts, so it was running all over the place in the ceiling. Whatever it was, it was heavy -- when it ran over the vents you could see the vents move under its weight. After a while of this, the critter managed to burst out of the duct work and slide down into a wall cavity and went silent. As of this writing, I still don’t know if it got stuck motionless in the wall and will die in there, or if it somehow slide down underneath the house and escaped.

 

Well, as you can imagine, it was really hard to get into character after that. That rat (or opossum) had been scarier than anything in the game! Worse, there was a new technical issue where I could only see and hear three of the four other people at a time. I stuck around until the end, but wasn’t really playing for most of the rest of the session.

 

Would Day 3 be better? I hoped so, and it all rested on my one and only event for Day 3. From noon to 5, I was running OD&D: Castle Greyhawk! At one time I had filled up with eight players, but a  whopping three had bailed on me. Five people were coming to Zoom to play in the version of Castle Greyhawk I run in my ongoing home campaign...

GaryCon XIV Report - pt. 1

GaryCon XIV 2022

Day 1

 

I raced out the door at 8 am and forgot several things -- my hat, some Kleneexes, Chapstick, and…my vaccination card! I was reminded of the first when I checked my head in the car, the second when I wanted to blow my nose in the car, the third after eating some salty popcorn for breakfast in the car, and the last one once I was in line to register. Thankfully, someone was home to take a photo of my vaccination card and send it to me, or it would have meant a 3-hour roundtrip to go get it!

 

I had come to GaryCon for one day because, while I had intended on attending virtually only, there had been no Thursday virtual events of interest to me. And it felt good to be back at the Grand Geneva immediately. I started seeing people I knew right away, or at least thought I did; someone who looked like Carlos Lising walked past me so fast I couldn’t be sure it was him. And I never saw him again all day to find out for sure! I did run into Josh Popp and Anna Meyer right away, since they were both volunteering at the registration window.

 

I had set an ambitious schedule for myself of stepping in and observing various events for 30-minutes at a time, to minimize close contact. I may be triple vaccinated and wore a N-95 mask, but I was still taking no chances!

 

At 10, I was supposed to drop in on Paul Stormberg’s “Sunken City” (actually Rob Kuntz’s Sunken City, run by Paul), but delays in registration slowed me down, and then I got turned around in the building, having not been there for two years! I had to go outside to reorient myself, and by the time I found the board room I had 15 minutes of scheduled time to observe. Paul had told me over Facebook I could play for 30 minutes and drop out, but 15 minutes was too short a time to bother with, so I watched the players flounder about on rafts, trying to figure out how to retrieve the party member they’d just lost…

 

At 10:30, I was upstairs in the Evergreen room for Legends of Role-Playing. Every year there is a new, exciting display, and this year was one focused on both Chainmail and Siege of Bodenburg, which was fascinating -- mainly because of the Darlene-created new rendition of the Great Kingdom Ur-Map (that I’m guessing Paul Stormberg commissioned?). I want a print and I want it yesterday!

 

Kevin Maurice was setting up a dragon chess board he’d built himself, but I was really there to watch Knights of Camelot get played. I had seen the giant version of the classic TSR board game there in the past, but never had the chance to play or watch it played. I found it fascinating, like a barebones RPG campaign created entirely by random rolls on various tables, and got some ideas for a Hideouts & Hoodlums board game (as if I had time for new projects) from it.

 

At 11, I went to the Swinghurst room for the “Celebrating Greyhawk: a Fandom Renaissance” seminar. Kristoph Nolan was basically recruiting for the Oerth Journal scholarly fanzine, but it was also a chance to see Anna Meyer, Mike Bridges, Jayson King, and most importantly Roger E. Moore, making his GaryCon debut. It would have been nice to have a Q&A with Roger, but Roger’s hearing did not seem to be very good and I doubt that would have worked well. It was great being able to tell him how much it had meant to the Greyhawk fandom when he reached out to us to help with research circa 1997-98…and it was pretty fun fact-checking Kristoph on early D&D/Greyhawk history too.

 

At 12:30, I had left myself a mere 30 minutes for both lunch and the exhibit hall. Obviously that wasn’t happening; I spent most of my next 30 minutes at the Black Blade booth alone, talking to Allan Grohe about the works of Rob Kuntz I didn’t own yet. I finally picked up “Beyond the Living Room” a Legends of Roleplaying adventure, and from CASL Entertainment, module A5 Kill Marquessa! Too bad I never found Carlos again to sign it…

 

Because I always have to buy something from the Kenzer boys, I picked up Knights of the Dinner Table Magazine #285 with the super-cool Steranko Nick Fury parody cover. I picked up my second art print from Darlene. I was going to pass up Bunnies & Burrows 2nd edition because I thought the hardcover price was too steep, but I couldn’t say no when Zach Glazer told me it was 40% off -- how could I say no? Now I just need to find time to run Bunnies & Burrows again…    

 

For lunch, I was going to grab a convention burger, but the stand I was going to buy it from were out and waiting for more to be sent over from the kitchens. So I went to the Starbucks in the building and bought an Italian sub sandwich (that I had to pick the onions out of - bleah), a strawberry-banana drink, and a peanut butter cookie (spoiler: the cookie was the best thing I ate all con long).

 

I had taken my food upstairs to eat outside the game rooms I next planned to visit, but I wasn’t planning on sitting there long because I had already fallen behind my schedule and would miss the Judges Guild module, Tower of Ulission (which I’ve never played or even seen before). That was when someone walked past and recognized me, even though I didn’t recognize him (which happens fairly often to me, so I wasn’t too surprised). It turned out to be Gary Welsh, an old-time Greytalker I had just recently reconnected with on Facebook. We spent the next half-hour reminiscing about old times on the listserv, or corresponding with Gary Gygax back in the day, and I lost watching Erol Otus run Dungeon Crawl Classics. Interestingly, Gary had a copy of my GaryCon schedule open on his phone, which I had previously shared on Facebook, and had been using that as his own guide to the good events. Both of us planned on watching Darlene run her card game Jasmine in the Evergreen room.

 

Luckily Darlene had found the room on her own (I had given her poor directions earlier in the exhibit hall) and was already getting started with her players. Unfortunately, Darlene is a soft-spoken woman and we couldn’t really hear how to play Jasmine (Gary owns a set of the cards, but I don’t yet). In addition to watching the game, we walked around the other exhibits and cool set-ups for games and discussed them.

 

At 2:30, back on schedule, Gary and I split up so I could head to the Linwood room to watch Matt Finch run “Mythrus Tower.” I have known Matt a long time, but had never met him offline and had only seen him in person for the first time earlier that day when I walked past him in a corridor (I hadn’t bothered him because he was talking to someone else). Unfortunately, there was no sign of Matt or his players at his table. This did give me the chance to go find Erol Otus’ game and make up for missing his game earlier.

 

It’s interesting, the mental image I’ve always had of Erol Otus. Because of his bizarre art style, I always pictured him looking Marty Feldman-like, but he actually looks boringly normal - normal, except for the green pants he was wearing. Erol didn’t seem soft-spoken, but his room was pretty loud, so I couldn’t hear what he was saying anymore than I could hear Darlene. I was really impressed with his DM’s screen, though, which was (naturally) covered with his own artwork.  

 

At 3, I went to my second Greyhawk seminar, “Legends & Lore: What’s Going on in Greyhawk?” Anna Meyer, Mike Bridges, and Jayson King were all there from the last one, plus Jay Scott (of course, since Legends & Lore is his Twitch show), and we were joined by Shawn Hille - none other than Brother Ulrich the Maimed from my ongoing Castle Greyhawk campaign! This was like a sequel to the earlier seminar that let Anna talk more in-depth about her projects. She had been working with professional oceanographers to establish the currents of the World of Greyhawk, and it was interesting how they got them to work and make sense, while the land of the World of Greyhawk is rife with impossibilities.

 

I had planned to leave and come back later to this program, but because I was boxed into the corner and the door was going to be shut, it made more sense to stay longer and not come back. So it was 3:45 when I left to go watch Allen Hammack run the module he is most famous for -- C2 Ghost Tower of Inverness. And who should be sitting at his table but Robert Brandon -- none other than Jolith Rhygar from my ongoing Castle Greyhawk campaign! By now they were really far into the module, facing the medusa. The last time I ran C2, it was a TPK against the medusa, so it was pleasing to see they all managed to survive... 

Sunday, March 28, 2021

GaryCon XIII Post-Con Report

I attended GaryCon XIII virtually these past four days. I also worked two of those same days, so it wasn't a full convention for me. 

Thursday
Day 1, slot 1 of GaryCon was my first of three games I was running over Zoom. It was the classic AD&D module A3 Assault on the Aerie of the Slave Lords - part 1 (getting to Suderham through the salt mines). I had eight players sign-up and eight players show, which was a great start. After three hard-fought battles, the last two just barely won, the Slave Lord Hunters succeeded in clearing their way through the salt mines.

Some fun notes about our game session:

Elwita the Dwarf was played by Jonathan, the player who had been in my Lost Caverns of Tsojconth/Tsojcanth game at virtual GenCon last year.

Karraway had a Scroll of Remove Fear, but was the only member of the party affected by Fear (and while paralyzed). He cast almost none of his spells (so he has them for next time), and was the PC who came closest to dying.

I wasn't keeping track of Blodgett's Strength loss from those shadows, but since he started at a 9, he must have been very feeble by the end of that fight. Between that and being held and chewed on by the storoper, he was likely the second closest to dying.

When we were turning shadows at the end, we forgot that Eljayess was also a cleric! Eljayess was played by Neil Christiansen, one of the early players in the Hobby Shop Dungeon campaign, who also taught us that Eljayess stands for LJS, Larry J. Schick's initials!

We also learned that Phanstern's name was combined from two Shakespearean characters, which made it, coincidentally, even more apropos that I had replaced the "to be read out loud to the players" prologue for the adventure with one based on the famous "O for a muse of fire" prologue from Henry V.  

Despite being forewarned that limited resource management was going to be critical to surviving both rounds, the spellcasters Delgath and Phanstern had to burn though a lot of spells, and in Phanstern's case all but two spells!

Design Notes (SPOILERS, if you ever plan to play this as-is!)

I took the final encounter, dissembled it, and spread it around. Wimpell Frump, instead of being the powerful illusionist masquerading as Yeenoghu, became Wimpell Frump the slave accountant (and minor illusionist, not that he ever got a chance to cast a spell) the PCs had encountered first. Instead of being an illusion of an ankylosaur (and how would Frump even know what one looks like...?), the ankylosaur became real, their second encounter, and what I thought was a logical explanation for the Earth Dragon alluded to later in the module.

As written, the salt mine had gnoll guards, but they aren't guarding any prisoners/slaves/miners, so I did add those throughout and the PCs heard some of them murmuring from the gnoll lair they didn't visit. As-is, the gnolls aren't supposed to reinforce each other. I planned on having the gnolls from one room come and aid the other, but could not have anticipated that my players would lure one group (although unintentionally) back into the tunnel with them, so they would encounter both groups in the tunnel -- probably the toughest way to fight that joint encounter you could have possibly chosen.

As-is, the map railroads you through every encounter area one after another; I shook up the map and added tunnels that crisscrossed and let them take the rooms out of order or miss some altogether (plus I had added a few more!). By then I thought Wimpell would have been able to escape, but they were way too good at keeping him prisoner.

The storoper is supposed to be able to inject that paralyzing poison that makes it look like it petrified you, with no save, twice only -- but as the storoper's most interesting attack form, I decided to ignore that limitation. To balance it, I took away how you fight for the storoper after the initial paralysis wears off. Wandering aimlessly is only supposed to happen after the storoper dies, but moving it up made the "heh heh, you're stoned, guys" joke more obvious. This battle nearly did in the party, with over half the party wandering around "stoned" before it was over.

Yeenoghu and his attendant gnolls and ghouls were illusions in the original version, but the gnolls needed a leader better than Frump, so I invented Goom the Gnoll King, a gnoll 8th level fighter, with his 3 HD gnoll vassals. As the spawn of Yeenoghu, he could save vs. spells as if a magic-user and summon his vassals' shadows (the ghouls got a little upgraded). I figured the PC clerics would turn the shadows easily. Oops! It turned out to be a very hard battle, only barely won.

Friday
This was my one all-play day, with no events I was running. And, ...well, let's take them one at a time.

In slot 1, I was supposed to play "Lowdown in Highport," an original AD&D prequel adventure to the Slave Lords modules, which seemed highly apropos for me to play. However, it was run over a new site called Fantasy Grounds, and I could not get my computer to play any sound from that site. This had happened to me before, last year, when I tried playing a game over Discord, so I was ready with backup this time and tried listening over a laptop -- but I could not get sound to work over that device either! The DM did try cutting and pasting descriptions into the chat for me, but I couldn't interact with the setting at all, so I quit in frustration. Not a good start to the day -- and NOT a good first impression of Fantasy Grounds!

In slot 2, I played another original adventure (this one for Swords & Wizardry) called "Green Fire," over Skype. Skype worked okay, but it seemed to lag more than Zoom. It was fun playing a magic-user with a 5 Charisma and everyone was very appreciative of me choosing to memorize Strength to boost the already-strongest fighter in the party. The scenario was extremely simple -- travel away from the village and find a hut that a seemingly endless number of goblins pour out of and kill them until the time runs out and our DM had a very slow, leisurely pace to him. 

To be fair, it's possible that we weren't supposed to do that; I had suspected from the start that we were supposed to interrogate the prisoners in the village and find out more information of stuff to do in-town, and that the House of Endless Goblin Spawning was a red herring that got retconned into the end encounter after my vote was overruled by the party, who all wanted to head straight after the goblins. Either way, the point of the scenario seemed to be to introduce us to the DM's campaign setting, in the hope that we would want to revisit it.

Slot 3 of day 2 of GaryCon was Tim Kask's "The Wheel of Blame." Because of technical difficulties, it started over an hour late, but still ended on time.  One of the thrills of GaryCon is the chance to play with the Old Guard, the chance to walk back in time and see what it would have been like to game with them in the Early Days. 

But. 

But....What Tim ran was five unconnected escape rooms, and I hate escape rooms. Now, some of the time he was obviously flexible about what the escape was, but other times he was more adamant that we had to think of his way or we weren't getting out.  Interestingly, I played with my afternoon DM, from "Green Fire," so that was quite the coincidence. The best part was the few minutes I got to talk to Tim one-on-one after everyone else left.

Saturday
Slot "1" was not a real GaryCon event -- I ran my OD&D campaign's 20th session, wherein the Company of the White Oak (all 1st-4th level PCs) started exploring the Temple of Elemental Evil! Brigands were fought, treasure was found, and an attack on the Town of Hommlet was averted!

Slot 2 was part 2 of the Assault on the Aerie of the Slave Lords. Seven players (not all the same ones as last time, plus some new ones) explored Suderham, the middle third of the adventure that is all city-based. I had planned on tweaking Suderham, as I had the dungeon parts, but I had run out of time to do so and had to run this part as-is. Well, mostly as-is; getting into the city proved more interesting, as we roleplayed out the part only summarized in the module, where they capture some merchants and then pretended to be the drivers and guards working for the merchants to get in. Once they were in the city, the players, all or almost all of whom knew the adventure already, tried real hard not to use too much player knowledge, but easily followed the clues to get to the sewer entrance in one of the bawdy houses. And, again, we spent a good amount of time -- what amounted to more than our first hour -- on roleplaying through all this.  

More SPOILERS
When they found the dungeon (and then found it again, because they had overshot the concealed door in room 1 that led to the rest of the dungeon), they had a rough go of it with the flesh golem, which I treated as an almost full-strength flesh golem and not the watered down one found in the module. This sent them fleeing to rest and heal, which was tough on the scenario because it was supposed to be timed and their ability to regain spells was supposed to be limited. I did cop out and gave them some cleric spells back, and then they felt brave enough to go back and tackle my tweaked version of the sewer dungeon. 

They found the secret door that, in the original version routes them straight to the big boss battle, but I detoured them to the minotaur maze, as we had lots of time left. They spent what felt like a lot of time in the minotaur maze; the thief wanted to search every single 10' x 10' square for traps and I had to talk him out of it, for the good of the rest of the night. Things picked up when they found their way out of there. The gelatinous cube trap I kept as-is and that was very deadly. They also encountered some extra encounter areas I had added to the scenario, including one that gave them a chance to find a much-needed healing potion -- but of two potions they found, which was the good one? The ranger solved it by mixing them together and drinking both, so it both healed him and made him sick. They dodged the shambling mound in the "Grotto of Terror" by slowing it down with a Slow spell and floating across the water. Because we were now running out of time, I skipped the last encounter areas and got them to the final big boss battle.

As written, this was meant to be the Big Boss Battle of all big boss battles, and yet I had run this fight with the Slave Lords before and they always lose. So I fixed things -- the five figures on the thrones were the hirelings of the real slave lords, all half the level on the original versions. The two sides lobbed fireballs at each other first thing and the party's fireball did more harm, killing or knocking out three of the fake slave lords right off the bat, while only two of the party were seriously hurt. Captain Feetla and Brother Milerjoi went down in round three. Thinking it was all over, the PCs went around decapitating their foes and looting treasure.

And then the first of the REAL Slave Lords started arriving. Lord Feletheus, for example, was a 9th level fighter with a -5 AC, 77 hp, and hit the ranger with a Rod of Smiting, held with Gauntlets of Ogre Power, and struck her dead in one hit, with maximum damage -- 39 points. NOW the Slave Lords were going to be a tough fight!

The real Nerelas the Assassin teleported into the room, invisible (they could tell because magic chessboard squares were serving as teleportals in the room and lit up when used; the chessboard had become a repeating motif in my tweaked version). It was getting late, I was getting tired and making mistakes and, as the party's magic-user looted the fake Mordrammo, I accidentally read off the real Mordrammo's long list of magic items to him, then said, "Oops -- that's the real Mordrammo who's coming..." This only helped to make them very afraid. Overwhelmed, they distracted Feletheus and Nerelas with an illusion and fled up the stairs -- straight into waiting cages. Trapped! And ready for the Dungeon of the Slave Lords, just the way the module was meant to end. 

Everyone had stayed 30 minutes late so we could wrap up the whole thing. I was told that my version of the ending was better than the published version -- high praise indeed!

Sunday
Day 4 had one event today, Hideouts & Hoodlums: Assault on the Aerie of the Nazi Slavers -- taking what I ran using D&D and updating it to 1945, the Ore Mountains on the German-Czech border. 

Although H&H had done well at GaryCon two years in the past, it was not popular this time; only three people signed up and two showed to play. Those two were Lee and Timothy LeMaster, both experienced with H&H. I gave them the option of two heroes each, but they each wanted to play only one character. To try to balance things, I gave each of them two really good healing pills they could take in a pinch. They chose Superman (the Czech version of Superman) and Golden Guide, a mysteryman (woman, actually). 

Both this and my AD&D version of the scenario began with a Wimpell Frump stand-in being encountered first thing in the adventure, but this time the LeMaster's missed the fact that Wimpell (or Vlastimil here) was leaving them but not heading back towards the camp. Missing the shortcut, they planned a direct assault on the German-controlled Czech mine camp outside the mine entrance, with just one big diversion for cover. It used up their one stick of dynamite, but it was a very big distraction when it blew up the ammunition supply point building. Superman wrecked them through the fence and they dashed into the main building, fighting their way past guards to get to the bridge from that building's tower that led to the ancient gatehouse that was the mine's entrance. They had to fight their way past a dozen armed guards, eating up some of the superhero's better (but not best) powers, and even then I was already going easy on them, having planned on their being twice that many defenders at the gatehouse if the heroes tried this direct route. 

Once in the mines, it was more like a straight D&D session, with them exploring two caves, running into small guard patrols in two of them (as originally planned). Superman burnt through more powers and Golden Guide had terrible luck with her guns jamming a lot, but they finally found their way to the big boss battle. This time, King Goom was replaced by Vlastimil, an ultra-mad scientist, his Nazi lieutenant, six bestial Nazis (oh yeah, in this version, the guards weren't gnolls, but they had been surgically altered to be more animalistic and 2 HD), plus six more that had been fully transformed fully into beast-men -- ghouls -- and there was a three-man crew manning a Panzer II tank in the room. The chamber was no longer an audience chamber, but had been converted into a mad scientist's laboratory (or at least the back half had). 

They played pretty smart, trying to wreck the tank (with the superhero's wrecking things) and shooting at the lab equipment to blow it up. But they were badly outnumbered and the ghouls paralyzed Superman. Golden Guide led a lot of their opponents away, got them into a fight with miners the heroes had liberated earlier, then left the miners to get slaughtered as she doubled back to save Superman. By now, Superman was being hauled away down an escape tunnel, kept chloroformed by Vlastimil and his lieutenant. Golden Guide caught up and, while a firefight went on between Golden Guide and the lieutenant, Superman recovered and broke the man's gun. But then Vlastimil used a hypno-monocle to charm Superman and set the two heroes against each other! Golden Guide kept dodging to stay alive until it wore off, but the two leaders had escaped ahead of them to warn the Slave Lords in Dresden...and there we stopped, just 15 minutes over our time slot. They said they want to play the rest some time. If they get some help next time, I won't have to fudge so much to keep things easy for them!

And now GaryCon is done for another year. It was a great experience, but really more for the games I ran for the players I had, not the games I played. I'm glad I get the opportunity to play other people's games, but I don't think I'd ever do a campaign again as a player only, just in case. 

AddendumBut wait -- it still wasn't over! At 7, there was 
Jay Scott
's Twitch show, which was a who's who of famous Greytalkers! 
Anna Meyer
, who remapped the Flannaess! 
Denis Tetreault
, who remapped the City of Greyhawk! 
Mike Bridges
, who drew the World of Greyhawk! 
Allan T. Grohe Jr.
, seen by many as the ultimate authority on Castle Greyhawk and Old School publisher! Eric Boyd and Erik Mona, who parlayed their early entry into Internet fandom into long publishing careers that extended well beyond Greyhawk! And 
Gary Holian
, who practically invented Greyhawk fandom online!

And that still wasn't the end because, while I was watching the show, 
Arch Zenopus
 messaged Facebook and revealed that there were open spaces in "Temple of Diklah and the Helm of Valasdum," the second part of the GenCon IX Dungeons, and it was starting soon!! Having long owned it but never played it, I longed to see if my assessment of how much of that tournament needed a complete overhaul was accurate. Casting the Twitch show and my laundry duties for the evening aside I jumped in! And I daresay my dwarven king was vital to keeping the game entertaining, as inexperienced gamers in the group slowed us down in a railroad of encounter areas that betrayed the primitive game design skills developed by 1976, with just occasional flashes of ingenuity. Everyone was half-asleep by the time we reached the big boss battle with the lich and, as the game dragged on past midnight, I was not prepared to reach 12:30 still in the game, so I curtly bailed on them just as the lich and two golems had two members of the party cornered!