Showing posts with label Dwimmermount. Show all posts
Showing posts with label Dwimmermount. Show all posts

Sunday, June 18, 2017

O5R Dwimmermount session #2


June is a busy month, so I lost two players from last session and gained a new player (with whom I've gamed a lot over the years).

The PCs:  Sir-Yut the human ranger (female), Iron Fist the dwarven fighter, George the human druid, and Bel-Vadren the elven magic-user.

So much stuff happened that I'm going to give the highlights (in no particular order)...


  • Finally got to use The S'rulyan Vault map from last year's Kickstarter.  It really made the game come alive - without using a terrain map and miniatures that could disrupt our theater of the mind approach.
  • Before returning to Dwimmermount, the party acquired a new hireling in town - a 1st level human thief named Barret.  He mostly keeps to himself, usually stays out of battle, and charges 5 gold pieces per day.
  • I remembered to whip out the massive DCC tome in order to get the mercurial magic table for all spells cast.  There were a lot of interesting results!  The rat-like demons who crawl out of the wizard's sleeves to fight alongside him was possibly the best.
  • The PCs discovered several steel cylinders containing azoth - a rare and potent sorcerous liquid that can be used to enhance magical properties.  Instead of black, as Dwimmermount describes it, I went with a luminous yellowish-green, like Predator blood... and Mountain Dew (seemed appropriate).
  • I realize that more than ever, I should be rolling for the amount of noise being made in the next room, especially when characters are actively listening for it.  This is what I came up with.
  • They fought gnolls, goblins, humanoids wearing dead spider parts, crab-men, a hollow-man from the DCC bestiary, and a gelatinous green troll based on a normal troll but given a little gin-sequoia via the Monster-Palooza random table in How to Game Master like a Fucking Boss. The only death was at the end with the green slime troll - Barret was hit, failed his save, and melted into a pool of slime.
  • The PCs ransacked a forbidden library - all the books, save one, fell apart in their hands just like that scene in the original The Time Machine film.  The remaining book was magical and contained the spell Flaming Claw of the Demon!
  • A wand was discovered hidden under a lip of some marble altar the crab-men were using to sacrifice one of the spider-worshiping dudes.  "Tastes like crab, talks like people."  Wands are interesting because they expend charges in order to make magic.  This particular wand had three spell-like abilities and each one used up a different amount of charges.  The wand was almost dry, but Bel-Vadren had the idea of soaking it in the azoth - turns out he was right!  The wand was fully charged again.
  • One wooden door was carved with a triangle within a circle and that symbol had been glazed with azoth recently.  It was also trapped, as it happens.  Barret doesn't do so well with magical traps.  Luckily, George got in the habit of knocking on each door with his ten-foot pole after Barret's check.  It went from a ten-foot pole to a nine-foot and nine-inch pole as a sorcerous scythe swiped down and took three inches off it.
  • I used a really old homebrew gemstone random table.  Wanted to use my translucent green Kort'thalis Publishing dice with the demon/dragon logo in pace of the "6."  First time I rolled the percentile dice, it came up "100," that made one of the found gemstones a star stone (aka sorcerer's crystal) which effectively doubled the potency of a wizard's spell once per day.
  • Another time I rolled on the gem table one of the diamonds came up cursed.  To differentiate that diamond from the others, I had Harold roll on the color random table also from How to Game Master like a Fucking Boss.  The diamond had eggplant coloring with amethyst veins.  The cursed gem was simply bad luck.  Using the wand to remove its curse, the purple diamond became good luck, giving the owner a +1 to any roll he wished, once per day.
  • They also picked up a magic weapon - a short sword +1, +3 vs. wizards; it detects the presence of undead with a sparkling black jewel in the hilt's crosspiece - it glows unnaturally when undead are within 30'.
  • There was a dimly lit room where several robed cultists, chanting, sat around a feebly glowing shape set into a stone presentation area in the middle of the chamber.  It was faceted and semi-translucent, it's glow was faint because of all the caked-on dirt, grime, dust, and cobwebs covering it.  One of the cultists was about to pour a decanter of azoth upon the weird glass object.  The cultists were killed, with the pourer dying first.
  • Bel-Vadren attempted the same trick as the cultist pouring azoth.  The azoth trickled upon an ordinary spider which turned it monstrously large and mutated.  It bit the magic-user's face which made him nauseous (with vomiting), but also gave him 4 arms.  After the spider was killed, George decided to smash one of the facets with his nine-foot and nine-inch pole.  I rolled a saving throw for the ancient vessel of magic and rolled a "1."  Bye bye, demon containment unit!  Luminous steam rose from the glass-like object and a malevolent presence entered George.  They now share possession of George's body and soul.
  • In a circular chamber sat a large, hairy, corpulent demon upon a throne, attended by a variety of demonic humanoids.  There was wine and Iron Fist rolled a natural 20 to sneak up to the cask of wine and drink himself silly.  In exchange for a piece of jade found earlier, he let the adventurers pass through, after George negotiated with him in private, allowing them to head down the stairs to the next level of the dungeon, if they so wished (they did not).

If you're saying to yourself, "Hmm, this doesn't sound like the Dwimmermount I know," well... I've definitely made it my own.  There's a passing resemblance, but no other GM will mistake his Dwimmermount for mine.  It's been Vengerized!

We're all looking forward to next month's session #3.  Until then, I've got a bunch of exciting new content for this blog and Draconic Magazine.  Stay tuned.

VS

p.s.  Want your own (possibly) giant old school dungeon map?  The S'rulyan Vault II kickstarter is still happening.


Thursday, June 15, 2017

Printed out the first S'rulyan Vault map


I shall be buried with this giant bastard of an old school dungeon map.  Let this blog post serve as my final will and testament.

For those curious, after my 25% off coupon from FedEx Office, this 46" x 36" color printed and laminated sheet cost me about $90.  Yeah, I didn't have to go that big (see that diminutive blue thing on the right - that's a full-size set of Chessex dice).  No, I didn't have to laminate it.  Sure, it's a pretty penny, but this is my "forever dungeon."

The thing I love most about it?  The little cracks drawn into the dungeon floor.

It'll take up the majority of damn near any gaming table you set it on.  The thing is beautiful!  +MonkeyBlood Design (Glynn Seal) did an amazing job.  This Saturday afternoon, I finally get a chance to try it out.

You see, my lame hand-drawn map of Dwimmermount sucked and even though the rooms and corridors are different shapes and configurations, I'll make it work for the monthly old school D&D dungeoncrawl.

I'm putting the whip to Glynn in order to make The S'rulyan Vault II even more badass, so definitely swing on by and back this Kickstarter.

Thanks,

VS


Sunday, May 28, 2017

O5R Dwimmermount Campaign


I finally started a new fantasy RPG camapign - old school D&D; although, I'll be using modified Sword & Wizardry rules and the mercurial magic random table from Dungeon Crawl Classics.

One of the players was reading an extra S&W book on hand and was shocked to see that it was just like Dungeons & Dragons from the 80's.  How could they do that, he asked?  I told him about the open gaming license of WotC D&D, the OSR, etc.

Despite the hefty price tag $75, I've decided to run Dwimmermount based on everything I've read about it on Grognardia by +James Maliszewski.  But it will most assuredly be my Dwimmermount - I'm changing things up here and there.

My table had 5 players, all of them opting to begin play with 4 zero level characters.  That means 20 PCs began in Muntberg, chatted with some possible hirelings, one hedonistic cleric making plans for a debauched celebration upon his return, and then made their way - with "crank master" Karn, Muntberg's drawbridge operator, along for the ride.  One of the PCs actually convinced Karn to pay him 2 gold pieces in order to join the adventuring party.

They met some orcs with a metal detector, disabled a laser eye above the double iron door entrance to Dwimmermount, and many were burned in a second altercation with even more orcs who used alchemist's fire .  Oh yeah, one thief was dissolved from the inside by a green slime that fell from the ceiling.  And another's life was drained from him at the touch of a shrieking phantom coming through the wall.

Out of 20 PCs and 3 NPCs who set out on this journey, the party ended the session with 9 PCs and 2 NPCs.  So, pretty much 50%.  Here is the list of survivors...

  1. Nopers, Fighter, Dwarf
  2. Daycy, Fighter, Human
  3. Iron Fist, Fighter, Dwarf
  4. Cheye, Magic-User, Human
  5. Mabnezer, Druid, Half-Elf
  6. Dormud, Cleric, Dwarf
  7. Sir-Yut, Ranger, Human
  8. Kalbana, Cleric, Human
  9. George, Druid, Human
_______
  1. Sage, Magic-User, Human
  2. Poncenbee, Figher, Human

It was fun to get back to old school D&D again and I enjoyed running something that I've never ran before.  I haven't used experience points to track levels in years, so that's a conscious decision I wanted to make.

I also wanted to keep advantage/disadvantage and inspiration (with modifications) from 5e.  Whenever a spell is cast for the first time, I have the player roll on Dungeon Crawl Classics' mercurial magic table to see how that spell will affect the world whenever it's cast by that particular magic-user.

Here's my favorite line of the session, in regards to interrogation:  "Nothing good in orc is ever said."

Someone picked up a magic sword that not only yielded a +1 bonus to hit and damage foes, but also protected its wielder from harm once per day (up to 5 points of non-magical damage). I intend all magic swords to be sentient with a personality all their own.  I'm rolling now (as I type this) on the tables in The Islands of Purple-Haunted Putrescence... 

(22) Foreign Speaking and (5) A sorcerer named Zar'toro created the sword; he wove spells into its steel, making sure it would be able to face the coming war between Law and Chaos.  Which makes sense, because after the sword was picked up I rolled its alignment as Neutral.  Now, should it speak French, Latin, or something else...

I plan to follow-up with session #2 in June.  I honestly can't wait - wish like Hell I could swing a weekly game, but with a sleep-deprived wife and 5 kids... it just ain't in the cards.

VS


Saturday, December 17, 2016

Remembering Grognardia


I try to remember that ideas are cheap, but player interest is often priceless.  For some, it can be a hard lesson to learn, but once understood, it more than repays the time and effort spent acquiring it.

~ James Maliszewski

I was going to title this blog post, "Looking Back," but it's really going to focus on the OSR blog of OSR blogs, back when the OSR was just becoming a thing - Grognardia!

I was tuning in a little later than most of the original OSR folks - early 2013.  That's just after Grognardia "went dark."  I probably read about a dozen of +James Maliszewski's posts.  They were good, but by then James was mostly reviewing products or talking about the Gygax foundation / memorial / statue or whatever it is (was).

Grognardia was a bit intimidating and maybe it was my assumption that James and similar folks into the old school ways were "fundamentalists" when it came to D&D.  Perhaps I had heard some negative things about the Dwimmermount Kickstarter or "OSR Taliban" from +Kasimir Urbanski (RPGpundit).

I'm not sure what it was exactly, but I never went that deep into Grognardia... until recently.  Everything from his unsure trials with old school mechanics, DM style, and campaign setting (a megadungeon) to his love of "pulp fantasy" to theorizing about what made D&D so awesome back in the day.  Some of our experiences are eerily similar, others are just really interesting (like his assumptions about 4th edition D&D based on pre-release announcements).  But there's real knowledge, experience, and understanding in many of those older posts.

Here are just a few favorites of mine:  Pulp Fantasy, Gary Gygax 1979, Dice as Oracle, Rough Edges,  Old School Culture, and My Megadungeon: Dwimmermount.

Speaking of Dwimmermount, I'm very interested in buying / reading / running this campaign in the near future... when I start GMing again, of course.

Dwimmermount was James' rejection of "modern" D&D for some kind of primordial version - to see if he could implement the old ways and capture that nostalgic vibe from the 70s and early 80s.  Not merely because he wanted to re-create the past, but he was seeking a return to the much-more-satisfying roots of our beloved hobby.

I started blogging about old school gaming stuff shortly after James stopped.  Here's my first post from March 14th, 2013.  It was shortly after that that I self-published my own crash course in old school fantasy roleplaying experimentation with Liberation of the Demon Slayer.

VS