Showing posts with label TTRPG. Show all posts
Showing posts with label TTRPG. Show all posts

Tuesday, June 30, 2026

"The Ruin of A'agrybah" - CHA'ALT Campaign 4.11

 

A lot happened this session, I'll try to get through all of it.

We only had three players because of life stuff, but I'm just grateful we had those three - Strum the human sorcerer, Bishop Crane the human priest, and Ug the lizardtaur warrior.

It began with describing Ug's purple labyrinth-glyph upon his left buttocks (BTW, if you want to watch me rant about narrative in my gaming, there's also some details on Ug's new butt-glyph here).  Strum was able to help Ug attune and understand what the glyph was about, what it meant for him personally.  The good news - Ug was able to call upon the purple labyrinth to "pick him up," in which a portal would appear somewhere nearby that he could jump into.  The bad news - a manifestation of past trauma (possible race or blood-memory) could annoy, harass, or even attack the recipient.

The sorcerer also used his magic to find the pink gemstone containing the bastard princess.  It was somewhere nearby, and he was able to pinpoint the exact location.  Ta'ala, the princess' handmaiden knew the location and who lived there - a broad named Quitha'ana, secular priestess of female empowerment.  

Meanwhile, Crane was getting a message from his latest Pa'azuk-born infernal-glyph that clued him into plans that a demon named Jalsalax was making with a minority faction of the Harmonious Validity (the governing body of Ja'alette).  Ta'ala mentioned that for years this small wing of the government was trying to usher-in mass migration of demons to the matriarchal city-state.

The meeting between this demon and his bodyguards and the pro-demon politicians was going to happen tonight at the Ovulation Chamber, a sort of conference building that's usually closed at night.  Ta'ala told the PCs about rumors of wisdom, treasure, or both contained somewhere in a secret area of the Ovulation Chamber.  

The PCs decided to try and ask Quitha'ana for the pink gem before stealing it or opting for violence.  After rolling her reaction, she gave up the magic gem immediately, and when the PCs told her of the demon migration plan of that faction, Quitha'ana offered to help in any way... as long as it wouldn't put her life in jeopardy.  

Deciding to keep Princess Lyssa in the pink gem while they fight the demons, they made their way to the Ovulation Chamber and waited as a cleaning woman surprised them, and then she left as they resumed hiding until the politicos and demons showed up.  The women had a sack full of harmony-crystals and gave it to the demons.

The PCs jumped out to fight Jalsalax and his two big sentinel demons covered in a black armor-like skin.  Combat didn't last too long.  Crane cut Jalsalax's hand off.  I think Ug severed his leg.  Strum used his magic gloves to create a bubble around one of the black sentinel demons and compacted him within a couple rounds.  The other was soon taken-out, as well.

A ring was found on a finger of the demon's severed arm.  It was a lesser ring of power granting a +1 to all the wearer's rolls.  

Ta'ala reminded them of the secret cache of valuables that was supposed to be on the premises.  They all searched, eventually finding a concealed hatch in the floor.  It led to a soft and squishy pink tube that sloped down.  Sliding down, they eventually came to a small, harshly-angled, black room containing a black rectangular box, like a treasure chest, except it had 12 colorful buttons on the top and a 3-digit panel towards the front.  

I won't reveal the puzzle/trap, but it was fun watching them work through it, and Ug could have potentially died.  Luckily, he didn't.

Inside was the Dya'azian Scroll.  When skimmed, this prophecy talked directly about the tro-kla'an or confluence of events that would either lead to the prosperity or ruination of Cha'alt.  It also contained the ritual of ascension which the bastard princess was supposed to perform at the Crimson Rock of Sacrifice.  

Hearing angry women above, and realizing the ladies had released a rampaging worm to torment them, the PCs opened a portal to the purple labyrinth.  A few things happened in this area...

Ug wanted to see what would happen if he tried to call for a portal to the purple labyrinth while in the purple labyrinth, using his new butt-glyph.  Apparently, it leads to a labyrinth which is somehow even more purple, a deeper, more serious and intense purple.  Before closing the portal, Ug threw a fuchsia crayon in there.  Hmm... I wonder if there'll be a call-back to that next session?

Strum used his magic to caress the facts of the pink gem in order to coax Lyssa out of there, which worked immediately.  She was grateful to be out... and very sexy.  Between her knowledge and the scroll, she told the PCs that 17 humanoids must be sacrificed during her ascension ritual.  Thankfully, the 17 could be made up of demons.

The adventurers located a brothel filled with purple chicken of the labyrinth and purple women.  Spending some of their talons, the PCs got the VIP treatment.  

Crane created a dragonfruit fruitie via his ivory scepter who the priest commanded to find the servants of the Lords of Light in A'agrybah and tell them to kidnap 17 demons and meet them at the Crimson Rock of Sacrifice.  

The dragonfruit dude did as requested, but not before he took advantage of his current purple brothel situation.  For a sweet, sweet 15 seconds he railed that purple whore from behind... and then sought-out a portal towards A'agrybah.

While looking for a good exit, the PCs stumbled upon the storm-opal knight of the Lords of Light, and he told the adventurers that the Federation broke into their tower, kicked out their servants, stole the Loc-na'ar, and laid a couple traps for them in the tower.

Just before finding a portal out of there, they saw another humanoid shape coming towards them.  This looked a lot like Ug, except he was purple and his chaps weren't assless.  For awhile now, Ug had been brain-boosted with that little device.  Well, he would now have to fight his dumber self... to the death.  Smart Ug tried to talk dumb Ug out of this confrontation, but dumb Ug wasn't having it.  He engaged, and I used a special kind of combat game mechanic which you, dear reader, may or may not appreciate.  

I had both participants in the one-on-one roll a d20, highest going first.  I assumed both would hit (one-minute rounds, y'all), so the combatant who won initiative could just roll damage, followed by the guy in second place.  On the second round, they both rolled again (I rolled for the purple doppleganger Ug), and this time purple-Ug won.  Unlike the first round, I scored almost max-damage, killing the original Ug who turned into a small pile of purple ash, as he did before when dying in the purple labyrinth the previous session.  


Strum had a bit of zoth left to reconstitute him but was unsure if he should risk further zoth-addiction by using it again so soon after the last time.  He handed the zoth over to Bishop Crane who drizzled it over the purple ashes, only to accidentally spill some on his hand.  The effect of that was unexpected, as I'd never "scripted" it, as some claim when I talk about the benefits of adhering to a Living Story, as well as, the Living World.  Yet, I knew which direction surprise elements usually go due to our campaigns underlying narrative [in a couple days, I'm going to blog my narrative manifesto].  

The priest imagined himself wandering inside an immensely massive purple cavern containing a being of equally cyclopean size and intelligence.  Crane knew instinctively that this was a Great Old One... either slumbering or awake, and communicating directly into the priest's mind.  Just as Crane was on the purple precipice of grasping the first few straws of revelation that would instruct him on the deeper meaning of life, the universe, and everything... he snapped out of it.

Not sure what to make of that crisis of faith fever-dream, Bishop Crane realized that he might have to completely reevaluate his stance on the Great Old Ones, as they did seem to be steeped in both universal understanding and divine wisdom.  

Ug was restored just after purple Ug melted away.  The party continued on to an exit, and soon found a purple portal just outside the Crimson Rock of Sacrifice.  Walking a ways, they soon came across an elf selling magic beans (this and something that would soon happen came from the Black Skull of Secrets where I drew two suggestions).  The PCs bought the magic beans and planted one in the desert.  Ug peed on it to get it started.  Lo and behold, it did grow into a beanstalk-like cactus without spines.  While it could have been climbed, instead, Ug poked a hole in it, drank, filled up his canteen as the others did likewise, and then he chopped the cactus down.

Continuing on, they were maybe 100 yards from the Crimson Rock of Sacrifice.  Not seeing anyone around, they shaded themselves for a few moments while examining a metal door set slant-wise into the rock. Believing they got here a little too early, the PCs decided to open the metal door and explore the weird shit below.  

Aside from a poison dart trap and turquoise slime that they threw acidic salt at to make it squidge away, we didn't have time to get further.  

But they should have an interesting time exploring these tunnels and caves next time - Saturday, July 11th.  That session is going to be the big one!  Lots of consequential action as everything comes to a head, and the fate of Cha'alt will be decided.  So, everyone better show up.

Thanks for reading,

VS

p.s.  Yes, weekend badges are now available for July 2026's VENGER CON V: The Will To Power.  Want the hardcover Cha'alt trilogy?  Here's how (and they're currently on sale!)!!  


Friday, June 26, 2026

Where Were You?

 

This is the first thing going in the new book.  

But that won't be for a while.  I've decided to take a year-long break from any crowdfunding or release of a project that's more than a six or seven-page PDF.  

I would release this all by itself, but it's too short for even a PDF release; just perfect for a blog post, or a one-page explanation in the appendix of the aforementioned new book.  So, what is it?  Let me elucidate, hoss...

If a player has been absent for more than one session in a row, he's likely fallen behind in terms of XP.  While it's all fine and dandy if that absent PC is at a lower level than everyone else, it can be a hassle for both his fellow players and the GM.  Specifically, the lower-level PC will be in greater danger while also being of less help in an emergency, which then puts the rest of the party at risk, or influences the GM to make the adventure less strenuous... and possibly less rewarding.

You know how GMs hate the multi-page backstory of a fresh player-character that's just starting out?  Well, I'm turning that idea on its head by asking that absent player to write-up and then verbally present a fleshed-out bullet-point list of at least 7 things that PC experienced while they weren't with the party.  

This can be made-up of things they did, saw, survived, prevented, rigged, ran away from, broke, fixed, heard about, fought against, killed, looted, saved, found in a crevasse, pushed, filed, stamped, indexed, briefed, debriefed, and numbered.

Now, this particular path diverges in the desert, as it were.  There are two schools of thought...  

First, the PC can explain his absence from the party and what he's been up to in-character.  So, this is now what the other adventurers are hearing and they can make of that what they will, also in-character.  If the missing PC found a magic ring, where is this ring, now?

Second, this option is storygame-adjacent.  As the GM and players listen to everything, they are free to make suggestions... adding, subtracting, twisting, turning, coloring, and embellishing.  This is a way of collectively crafting the narrative.  Not every item on the list needs to be tweaked.  Some or maybe even most can stand-alone just as they are presented.  However, the occasional item might be improved with feedback and suggestions, like a writer's room.  After all, the other players know the PC in question well, one hopes, and should be able to provide insight based on that knowledge. 

The GM has the final say on what's actually canon.  Again, a discrepancy between the story told by the absent adventurer and what really happened might be glaringly apparent.  

What do they get for their trouble?  A singular level-up.  They might still be behind, but at least not as much.

Now, what to do with PCs who find themselves laden with magic rings and the like?  In this case, it's important to have balance.  Acquire a magic ring?  Ok, then something equally bad should also happen to even things out, like the PC also sprained his ankle.  Now, if the magic ring was found and then lost, the ankle could have been sprained and now it's better.  But if he still has it in his pocketses, perhaps the sprained ankle persists... which means he can't run.  At best, he's hobbling away like Johnny at the end of Mike Leigh's Naked (1993).  Thus, restoring the balance.

What this does is...

  1. Explain what happened during the PC's absence.
  2. Gets that PC up-to-speed so they don't fall behind.
  3. Adds to the campaign setting by coming at world-building from a surprisingly new angle.
  4. Gives the GM more to work with as he facilitates the Living World and Living Story.


Ok, there might be a chance to use this if one of our players returns tomorrow (jury's still out).  Regardless, I feel like this is a neat addition to the table, and if you like it, I hope you use it, too, and tell me how it went.

Enjoy,

VS

p.s.  Yes, weekend badges are now available for July 2026's VENGER CON V: The Will To Power.  Want the hardcover Cha'alt trilogy?  Here's how (and they're currently on sale!)!!  


Tuesday, June 17, 2025

Opportunities & Complications

 

As mentioned in my latest video, I'm trying out this new "narrative die" game mechanic in our upcoming session (Cha'alt 3.12).  

Well, it's new to me.  Apparently, this has been around for a long time and is used by several RPGs already.

Basically, you roll a d6 along with your d20.  If the d6 results in a 1, there's a complication.  If it's a 6, there's an opportunity.  And the d20 decides if you (crit) succeed or (crit) fail, as usual.

As the GM, I'll be rolling this narrative die, as well, for monsters, NPCs, and whatever else.

After this trial session, the opportunity / complication d6 - I need to come up with a catchy name for it; ironically, "narrative die" doesn't really tell any kind of a story - will become optional for whoever wants to continue the practice.  I'll probably award a bonus Divine Favor for those who keep up with it each session, to mitigate the potential downside the game mechanic yields.

In preparation, I thought it would be handy to come up with a few default suggestions for both opportunities and complications.  Obviously, these things are situational and depend on the condition, context, and present circumstances.  But in the moment, it's also nice to have a go-to narrative detail.


Opportunity

  • Some sort of feat, mighty deed, or stunt is possible.
  • An additional 6 points of damage during an attack.
  • If the attack was unsuccessful, a mere 6 points of damage is done via glancing blow or skin-deep cut.
  • You have a moment of clarity, and are able to see things for what they really are.
  • You notice your opponent is standing under a precarious stalactite. 
  • If already successful, the attack becomes a crit.
  • You get an attack of opportunity.
  • If a saving throw is required, it's rolled with Advantage for you or Disadvantage for your opponent.
  • Advantage on your next action.
  • A PC or NPC is able to provide support, help, or aid.
  • A weakness, flaw, tell, or new understanding appears.
  • "A plan comes together" - if the PCs have a plan in place, the necessary missing piece of the puzzle suddenly falls into place.
  • A resource renews or becomes available for the first time.
  • Massive hit knocks opponent unconscious.
  • If it's a weaker opponent, the attack outright kills them.
  • PC's ferocity makes one or more opponents run away.
  • You make it look easy.
  • Someone watching becomes enamored of you.
  • Your grace, skill, or ridicule unsteadies an opponent, giving them Disadvantage.
  • You happen to be at a ley-line crossroads that rejuvenate, heal, or strengthen magic.
  • Opponent's weapon, device, instrument, or whatever breaks, runs out of ammo, juice, charges, etc.
  • There's a substantial crystal within view.
  • They planned to spring a trap, but you either saw right through it or it failed.
  • The Gods smile on you once again... that Orion whore you laid with did not have space herpes.
  • Your belt is slashed and your pants fall down - red heart underwear activated!

Complication

  • Reinforcements enter the fray.
  • An ally runs away.
  • If a saving throw is required, it's rolled at a Disadvantage to you or Advantage to your opponent.
  • Your fazed by the sheer strength of their attack and get Disadvantage on your next action.
  • You drop something.
  • You have an allergic reaction to something nearby.
  • You suddenly realize this isn't your enemy's final form.
  • The enemy gets an attack of opportunity on you.
  • One of your companions pulls a "wild card" on your group.
  • Ammo, energy, fuel, juice, magic, or mojo runs out.
  • Your war-scream has lured a wandering monster into environment.
  • Just before dealing the killing-blow, your opponent uses his "one time," get out of jail free card, ring of teleportation, cloak of invisibility, or Predator camouflage armor to slip away and fight another day.
  • Your opponent is immune to that form of attack, or has learned how to counter it, or adapted in order to make such attacks ineffective.
  • Your mind plays tricks, you have a moment of confusion, or you're just getting old.
  • An environmental hazard like a Cha'alt-quake, volcanic eruption, cave-in, or poisonous gas happens.
  • Your opponent somehow knows something about you, an important detail that could lead to your undoing.
  • Your bad back, knee, hip, elbow, or fractured tibula is flaring up again.  You're gonna need to sit out for a few minutes.
  • You happen to be your opponent's favored enemy - they get Advantage when attacking you.
  • The thing you need to protect is (almost) destroyed.
  • A random NPC appears through a portal and smacks you across the face with a fish.  You're dazed for one round.
  • Your weapon, device, or whatever you're carrying vibrates, ricochets, recoils, spits, chirps, reverbs, glistens, pulses, explodes, echoes, thrums, or belches fire and it somehow negatively impacts you.
  • Whoops, that blade is poisoned... make your save or nighty-night.
  • A trap was laid for you, and now it has sprung. 
  • That three-breasted hooker has a dead-eye pimp who walks around with a thermal detonator.

____________

So, yeah... those are just some things that occurred to me as I sat down to type this blog post out.  I tried to come up with both in-combat and out-of-combat ideas.

You can use Divine Favor or say the phrase "By His loathsome tentacles" once per session to reroll or bump your d6 narrative die, respectively.  Speaking of "By His loathsome tentacle," I'll allow players to shout "Cha'alt!" instead, if they'd rather say that in order to get a +1 on a die result.

If your a Daggerheart or Genesys RPG player and get some use out of this, remember to support small-time, independent content creators.

Enjoy,

VS

p.s. Want the hardcover Cha'alt trilogy?  Here's how (and they're currently on sale!)!!  Want to join the Kort'thalis mailing list to stay up-to-date on what's going on in the skinematic Vengerverse?  This is it!!  Last but not least, I'm organizing a based-as-fuck RPG convention in Madison, WI this July (Sandy Petersen will be joining us as VENGER CON's Guest of Honor).  Grab your weekend badge for VENGER CON IV: Post-Modern Apocalypse!!!

Tuesday, September 13, 2022

Encounter Critical III

 

What's up?  I've got news...

I finally have a new Kickstarter campaign, and it's for Encounter Critical III.

Let's get down to brass tacks, hoss.  The original EC is great and all, but many find it virtually unplayable because of its OMG WTF?!? system (game mechanics).  I want to take my version of EC into a smooth, easy, and light OSR ruleset while making the things outside the system OMG, WTF?!?

The very first playtest was earlier today, and I think that went well.  It's going to take a lot more, and each time I hope to learn new things.

Obviously, I'm building on what came before... the original EC, Crimson Dragon Slayer D20, and Cha'alt.  The concept is there, now I just need to refine it and come up with awesome stuff to make it really fly.

I'll post more about the playtest session in a couple days.  For now, I'll just say thanks for supporting me, and feel free to ask questions or volunteer to playtest Encounter Critical III as we go into fall.  

VS


Tuesday, July 19, 2022

Meatgrinder Cha'alt Character Sheet

 

Here's a look at the third character sheet that I'll be using in my in-person Cha'alt games.  Specifically, this weekend at VENGER CON.

I've named the entities Myra'ak, Myka'aw, and Ryka'ard (friends call him Richard).

Obviously, if you print it out on white paper, you can color it yourself.  I included chartreuse and fuchsia paper versions to give you an idea of what it looks like on colored paper.

The PDF for Cha'alt character sheet #3 is for subscribers over at my SubscribeStar page!  Support content that's censor-proof... oh yeah, the really depraved stuff is coming!  You won't want to miss it.

Enjoy,

VS