Friday, January 31, 2020

S&W Appreciation Day - I'm In

Erik Tenkar announced he'll be a hub for a three-day Swords & Wizardry Appreciation "day."

Swords & Wizardry Appreciation Day to Return in 2020



I'm planning on being in. Monsters, of course, are high on my list of to-do things here. Although I run AD&D when I run "old school" games, I really love the clean, fast, and enjoyable version of the game that is Swords & Wizardry Complete.

There is a Kickstarter for a new boxed set . . . but I don't need that. If I'm running it, I'm using S&W Complete and asking my players to download free copies or borrow my hardbacks.

Thursday, January 30, 2020

Lanyards in DF

What penalties do you get from a weapon dangling from a lanyard? Can you Fast-Draw a weapon dangling from a lanyard?

DF Adventurers, p. 24 / DFRPG Adventurers p. 111 have only the following to say about lanyards:

"Lanyard, Chain. Lets you retrieve dropped weapon on a DX roll. Each attempt requires a Ready maneuver.

And that's it.

In my own campaign, I allowed someone to Fast-Draw a weapon from a dangling lanyard. It's stuck as a basic ruling, although it's not actually a rule. That's had some very cinematic moments - PCs regularly take turns like this:

- Drop lanyarded weapon.
- Fast-Draw a potion and drink it.
- Fast-Draw the sword (at a cumulative -4 for multiple attempts.)

You can substitute other actions in there, too - throwing a potion, drawing and throwing a weapon, etc. It's very awesome, but also can get a little wonky. Even if it's not the same turn, the weapon hanging from a lanyard never seems to do anything but hover out of the way, as if a dancing weapon released into the same hex. It's right there for use, entirely out of the way.

There should be a penalty for the weapon hanging there, though, to any and all actions done with the hand which has the weapon lanyarded to the wrist.

Given that the basic set rules for grappling give a -4 for grappling, and weapons of large to small sizes have hit penalties of -3 to -5, it occurs to me that might be a way to go. Having your arm grappled is pretty bad, but doing anything with a hand while a weapon dangles from it - especially razor-sharp swords, spiked chain weapons, axes (!), some of which will be Flaming, poisoned, dripping corrosion, etc. - is going to be hard.

I'm debating either -4 flat to doing anything with the same hand other than readying the weapon (which takes a DX roll, as above, and a Ready maneuver) or a -3 for a small weapon, -4 for most, -5 for large weapons. It would even be fair - not popular, but fair, to apply that penalty to a Fast-Draw roll. So you dropped your broadsword and want to re-ready it and strike back on your next turn? Fast-Draw (Sword)-4. Want to do it slow-and-steady? Flat DX roll. Want to do it really slow and steady? I'd allow automatic success in two turns with a crouch, extra hand free, or other way to steady the weapon.

Any thoughts on this? I like lanyards and I'm fine with heroic reality . . . but I didn't give you 250+ points, DX 14+ on almost everyone, and supernatural support to mollycoddle you. And it should be less-than-ideal to use a hand or arm with a weapon dangling freely from it. I'm leaning towards the scaled penalties so I don't have people lanyarding on SM+1 greataxes and being only as impaired as the guy with a lanyard on his shortsword.

Wednesday, January 29, 2020

OSR Christmas Arrive - Towns & Villages

I won this thanks to Tenkar's Tavern's OSR Christmas.



They're really attractive. I think I might need to copy them or cover them to use them and mark them up. But they're very beautiful and they'll be useful when I play a non-megadungeon-centric game. Very nice stuff.

Tuesday, January 28, 2020

GURPS DF Session 126, Felltower 97

This is a summary of part II of DF Session 126. It was a split session as we'd wrapped up a long fight that stopped us mid-session weeks earlier. The PCs returned to town, time passed to the current, present day in game, and then we resumed.

Galen was added as his player had been at the whole session, waiting out the re-start.

We lost about 90 minutes between the end of the previous delve and this one, spent discussing the previous fight and planning the next delve.


Date: Sunday, January 26th, 2020

Weather: Moderately cold, rainy.

Characters:
Aldwyn Hale, human knight (278 points)
Astrid Cook, human barbarian (250 points)
Bruce "the Mild" McTavish, Jr., human barbarian (267 points)
Crogar the Lucky, human barbarian (268 points)
Galen Longtread, human scout (409 points)
Gerald Tarrant, human necromancer (370 points)
     5 Skeletons (~35 points)
Hayden the Ebon Page, human knight (307 points)
Ulf Sigurdson, human cleric (285 points)
Wyatt Sorrell, human swashbuckler (286 points)

We started off in town - or at least many of the PCs did. Galen and Astrid camped out. Mild Bruce stayed in town, as he had some cash. Many of the others needed to borrow from Gerry, Ulf, and others to pay for upkeep. They'd spent themselves broke getting ready for the draugr.

Hayden earned some money in town declaiming his poetry, and Ulf proselytized. Wyatt scrounged. The group gathered rumors.

The group headed off to Felltower, and chose to enter via the trapdoor in the fallen tower. A skeleton tried to open it, and did so without harm. They climbed down into the dungeon.

They carefully made their way to the GFS, and Aldwyn opened the door. Out rushed a black-and-grey colored pudding! It slammed into Aldwyn, who blocked it and drew his wooden sword and whacked it. A second later it did it again and crippled his left leg. He fell, and the pudding camped on top of him, digesting him slowly. The PCs jumped it. Ulf put Flaming Weapon on Hayden's sword. Crogar chopped it repeatedly with his axe. Gerry moved up, contemplating using Deathtouch. Wyatt sliced it a few times and then backed off, checking his swords carefully against corrosive slime. Someone, I'm not sure who, talked about readying a flash of wine to wash it off. (As you can see, the PCs aren't terribly expert on the varieties of slimes, oozes, and puddings. Crogar called it an "ooze" the whole time. It's a fun variation of Tiger Fear.) They managed to chop it up, but not before Hayden missed a swing into close combat and hit Aldwyn, wounding him badly.

They pulled Aldwyn out from under the pudding and moved on. Gerry wanted to know how the pudding got in there. Wyatt checked the ceiling. They saw no more puddings there.

At the bottom, Mild Bruce again debated destroying the optical illusion floor that makes the stairs seem as if they'll keep on going.

They passed through the metal door at the bottom, and Galen scouted a bit. Gerry created a Wizard Eye to send ahead as well, and they followed only after it moved to corners to check around them. They made their way toward the second GFS.

The stale air only bothered Ulf, who went -1 on his rolls after failing a HT roll.

They reached a room with a black hemisphere of crystal on the ceiling. They were sure they'd destroyed it before, and something was repairing it - maybe for the second time in this room. They sat back and shot at it with arrows from Galen's bow and Mild Bruce's harpoon. As they did, though, weird howl-cries came out, and five gargoyles flapped into the room and attacked. Galen shot one and pierced it twice with arrows. Another one slammed Galen back, wounding him and knocking him backward. It was quickly beat up with non-magical weapons and then killed by Crogar. The others flew away. No one pursued.

They resumed shattering the crystal hemisphere.

From there they made their way towards Phase Snake Junction, and stopped at what they call the Water Magic Room - the room with the deep blue pool of water. The new PCs drank from the pool. No one who drank before drank again. The water turned out to be Essential Water - marvelously filling and delicious. It made no one stronger. Wyatt wanted to jump in, but the others prevented him.

The stale air was still a problem - but again, only to Ulf, who was now at -2.

They moved into the hallway of the obsidian golems, but only after scouting it with the Wizard Eye. They edged up to the first opaque field on the left and cast another eye in it, and found nothing. The same was done on the next one up on the right. Nothing.

At the end of the hallway, Aldwyn unlocked the door by touching the six-fingered palm print.

Beyond they tried to pass the illusionary wall. This was tough - it took a successful Will roll, and failure meant attempts at 1 FP per attempt and a cumulative -1 to the roll. Ulf needed to cast Strengthen Will a number of times to get people by. Down some FP, they continued on and then right to the GFS. Above were painted stars. At the second GFS, Wyatt wanted to know if the stars on the ceiling were the same. He couldn't tell.

They couldn't see very far down, even with Dark Vision. Lightstones dropped down to the depths vanished after a short time, with seemingly shorter lives than expected. They did hear some distant whirring noises. The headed down, single file, along the 7' or so wide steps. Wyatt examined and measured steps to determine the rise and run, and later counted the steps (so the player could justify doing trig to determine depth - he said 180-200' later on after doing so.)

They reached a landing with a silvery metal door with a six-fingered handprint on it. As they did, the whirring got louder - and out of the darkness shot a pair of large spheres with four arms ending in scythe blades. The speeding blades blew past the party and attacked at random on the move. They moved up and down like saws, slashing at the PCs. So the PCs clumped up in twos and threes. Galen shot at them, damaging one. One swung a blade at Galen and injured him - and another slashed at Astrid . . . who rolled an 18 on her Dodge roll and fell. She was in the middle of the steps, so I gave her a flat DX roll to grab on and not fall off the ledge. She blew that roll fairly badly as well, and over the edge and down she went.

Gerry immediately stabbed out his staff and cast Levitate. She was a bit more than 10 yards away, and he had spells up, for a net -15 off of his 21 skill. He rolled and failed, then used luck - and then failed . . . and then rolled the 6 exactly. He halted her motion on his next turn.

Meanwhile the waiting PCs managed to hit the spheres, despite a lot of dodges early in the fray, and drove them berserk. They slashed crazily at the PCs but eventually got hacked down. In their frenzy to hit the agile spheres most of the attacks were Deceptive and one was followed by a Feint. (The players were way off of their game for dealing with Berserk foes.) Aldwyn disabled one with some stabs, and the other was smashed down by Hayden and Aldwyn. (IIRC)

The two spheres crashed down but neither landed on the stairs below - they dropped into oblivion. "There goes our loot!" was the consensus. They'd been planning on bringing them to Black Jans - although some others were opposed to doing that.

On the landing they opened up the door and found a similar setup to the level above - a short corridor to a 30 x 30' room with exits in all four directions including theirs.

In the center of the ceiling was a hemisphere of black crystal. A quick look by Wizard Eye showed them corridors in the other directions. Ulf cast Silence and Galen got to work shooting the crystal to pieces. It took some time but he destroyed it. The Silence was expensive so they dropped that soon after.

Galen crept ahead to scout. As he stepped into the room, he felt a tearing pain wrack through his body, and he took 11 HP of injury. He backed off. They tried the floor several times, with a skeleton Levitated into the middle of the room, a skeleton standing on a shield laid down on the floor, and so on. Nothing worked. Aldwyn tried, since he'd touched the handprint. Nope, injured (also for 11, if I recall correctly - it was a common number on the 3d I rolled.)

Eventually they decided it was time to cut and run. So they sent the Wizard Eye to explore the right corridor first. It passed a pair of 10' alcoves and then reached a room with oval windows through which streamed green and blue light. Flying out of them, the eye spotted a cave with no obvious exits. Its walls had jutting out crystals glowing blue, green, or a mix of blue and green in the same crystal formation. The room jutted out and over the cave like a balcony.

The eye was sent out of an exit to the left, and saw a balcony area ahead but disappeared when it got close. Destroyed? Dispelled? Who knows?

Another eye was sent but was destroyed or dispelled as it reached the niches.

The PCs had enough. They headed upstairs and out, and eventually wound their way out of the dungeon.

Notes:

I hadn't generated rumors since I'd expected the whole session to be Draugr II. It was not, so I hastily wrote up a couple more to fill out a list of 12 to use for the session. I had maybe 9 ready. Now I've got maybe 5 . . . I have a lot of writing to do for next session.

Wyatt's character needed Instant Regeneration - priced at $2,500 using the price guide from Kromm. Regular Regeneration would have been much cheaper, but would take a month to recover. The current game date was just a bit short of a month from the previous one. His player asked if they could wait around in game for a few days. Nope. The game date is the real date unless in-game play forces it to be otherwise. I once allowed the group to go back home and come back the next day to get a specific scroll, and I didn't like how that went, so that won't repeat.

Wyatt successfully rolled Scrounging and found a crystal vial. That's been his go-to. I decided enough was enough - it's boring for a skill to be mostly "roll to find a crystal vial" with something better on a crit. I decided it had to be something different each time. That's much more fun.

No, I don't allow oozes to be Zombied. Mimics, yes, but they're an exception. It's not clear if they are "ooze" anyway. Amusingly, after my ghost post, someone suggested casting Affect Spirits, and others opined that blows only did 2 HP of injury maximum. Homogeneous and Diffuse creatures are really different, and Affect Spirits isn't useful except against a very small subset of creatures. I'm not sure why it's become a generic "Make my weapon kill things that are hard to kill with weapons" spell.

Once the session time was almost up, I was really surprised that they chose to fiddle around with the area they'd discovered. I'd have guessed they would have climbed down the stairs more. But they were concerned about the light-eating effect and weren't willing to see how far down it goes.

Speaking of stairs, the player of Wyatt is a former architect, which is why he's all about measuring and determining depth and so on. He's likely to pick up on errors I've made in depth, size, etc. due to me just freehand drawing on graph paper and not having the mathematical skills to determine depth between levels, require size of supports, etc. I just winged it; actual math is likely to turn up numbers that make perfect sense but don't match previous castings of Seek spells, correctly line up levels, factor in length and depth of stairs, etc.

Also speaking of stairs, Astrid's player wasn't feeling well and stepped away from the table for a bit. Her GM rolled for her on the dodge and DX rolls that would have killed her except for Gerry. Oops.

XP was 1 each for exploring a new area of significance (the bottom of the stairs - I don't count looking with a Wizard Eye as exploring.) In any event they weren't close to 10+ areas of significance. MVP was Gerry for the save.

Monday, January 27, 2020

GURPS DF Session 125, Felltower 96 - Draugr II

Today we finished part II of the split-session that resulted from the fight against the draugr in session 124 running long.

Nicely, our host used his latest Instagram pic to re-create the combat with placeholders. I put down most of the draugr before I realized that some shown as up were in fact down. That's when we discovered he used a mid-session, not end-of-session, shot. Oh well. Sweep . . . and start over.


Date: Sunday, January 26th, 2020
Game Date: Sunday, December 29th, 2019

Weather: Moderately cold, rainy.

Characters:
Aldwyn Hale, human knight (278 points)
Astrid Cook, human barbarian (250 points)
Crogar the Lucky, human barbarian (268 points)
Gerald Tarrant, human necromancer (370 points)
     5 Skeletons (~35 points)
Hayden the Ebon Page, human knight (307 points)
Hernando Velazquez, human knight (250 points)
Ulf Sigurdson, human cleric (285 points)
Wyatt Sorrell, human swashbuckler (286 points)

We started in the middle of the fray, with the draugr using Wait and some Ready actions in their newly formed line.

The PCs were unwilling to advance against the draugr line, so they faced each other for several seconds as they readied weapons. Hayden put away his golden falchion and readied an oversized broadsword from a fallen draugr.

Buff spells ticked down in time, and a couple of Great Haste spells ran out. Gerry gave Wyatt 5 FP with Lend Energy. One of the draugr - Sven - threw his spear at Hernando, who blocked it.

Then Wyatt moved up on his own to engage the draugr. He ran over the row of fallen draugr with Walk on Air, two hexes up. At that height, he couldn't attack their heads without them being able to attack his groin, legs, and feet. He used Move and one draugr (Bjorn) hacked at his lower body and rolled a 4. Critical Hit. Wyatt used Luck and turned it into a normal hit and a normal miss - so it missed.

He poked out one of the eyes of another draugr, who otherwise defended against Wyatt's attacks and largely ignored his Feint thanks to a good roll of his own. Another draugr slashed at Wyatt and was parried . . . and then another rolled a 4. Without Luck, it just hit the left leg (random roll) for 22 cut. That was enough to sheer off Wyatt's leg mid-shin. (I forgot to roll for extreme dismemberment here - the blow had enough power to take off both legs.) Wyatt fell automatically and his Walk on Air broke. With a very penalized Acrobatics roll he managed to fall without injury, and wasn't stunned.

The party still waited, unwilling to come forward onto bad footing against superior numbers. The draugr advanced a step, still formed up, and attacked Wyatt. He managed to parry one attack so well his opponent critically missed and lost his balance. He used his elbows and remaining leg to push himself back onto the corpses behind. One of the draugr yelled, "You forgot something!"

Meanwhile, Ulf spit out a spellstone of Walk on Air he'd had in his mouth and Astrid took it from his hand. She crushed it and advanced. Crogar dropped his backup axe and readied his better one, dropped earlier, and stood up with that.

Wyatt scurried back and the front rank parted to let him in. Astrid reach the draugr and was quickly cut twice, wounding her terribly. She fell back for healing, not having gotten in a single swing.

The PCs decided enough was enough. Levitation on Wyatt would let Gerry move him, but he'd fight without Retreat or the ability to move on his own, and at a penalty. So Gerry cast Apportation on the leg and started to fly it back. The draugr steadily advanced, not quite willing to rush the PCs. The PCs fell back, with their spellcasters (especially Ulf) sucking down Paut over and over.

The draugr pressed but didn't rush the group, although they laughed a great deal. The PCs used Purify Air to clear the smoke, and fled up the stairs.

In the wide hallway, the formed a defensive front but knew the draugr could overrun them. But for some reason, they did not. They just taunted the PCs a few times, followed them to the end of the hallway, and jeered them further.

The PCs limped back to the trap door exit, and left, leaving their spikes and ropes at the main entrance.

Their only loot was the sword Hayden took - an oversized balanced broadsword. He kept it - the extra damage is nice and balanced offsets the penalty for size.

Notes:

The PCs aren't sure if any of the draugr they "killed" will stay that way. Gerry's best guess (off an 18 skill and a solid roll) is that the trio Aldwyn decapitated may stay dead. The eye-stabbed ones, unlikely. "Regular" draugr don't ever heal; some heal if they rest in their tombs. And those some definitely include these guys based on experience from prior groups. Decapitation might be enough, though . . . fire, and total destruction of the corpse by fire or corrosion, or Final Rest, or perhaps an appropriate Holy Warrior perk, could do the job. Or maybe those plus decapitation? They don't know and it's unlikely sages, etc. would be able to tell them for certain for this bunch.

Sometime very late in the fight, Hernando's player announced that he was "continuing to taunt them." He hadn't taken any actions to use Intimidation or Public Speaking, and in the tumult of the session I hadn't heard that he'd said anything. Important rule - if you want to be doing something, make sure the GM knows.

Same goes for defensive spells, too, actually. A draugr critically hit Wyatt, and then someone said - "Even with Blur -5?" Well, yes, I rolled a 4. A 4 is a critical on a 4 or less to hit. But it's worth reminding me of NPC-facing penalties thanks to buffs, etc. right at the start of an interrupted session or a new fight.

By long-standing tradition, we allow Luck (and only Luck) to replenish between sessions. We have another long-standing house rule counting all fights as a max of 1 hour, so this is a big deal - it's a second use (or two more uses, or four more) in the same fight. This house rule keeps people from stalling as a fight goes on hoping to get Luck back to turn the tide or save a PC later.

We had a discussion and had to do an illustration to explain how a 2-hex weapon doesn't out-reach a 1-hex weapon when it's wielded from 2 hexes above the target. Wyatt really needed to be 1 hex up, not 2, to take advantage of his reach against the draugr and make them move to get him.

I'd thought the PCs would have been able to finish the draugr today. Despite the cost of the first casualties they inflicted, they were in a solid position, and had a lot of very successful buffs (especially very high rolls on Strength and Dexterity potions). But they were unwilling to rush the draugr, and couldn't figure out how to make them rush the PCs. With Overconfidence steering Wyatt into a one-man rush against the draugr plus the inevitable criticals they lost a good chunk of their combat potential. Could they have finished the draugr if that's hadn't happened? The group is mixed on that. But after it happened? Unlikely.

XP was Wyatt's 1 xp for MVP last session. MVP for this session was determined in the second delve with we on Sunday. The sword could have been sold - it's worth 4500, and thus would sell for 1600, enough for loot threshold for a lot of the new guys, but Hayden needs a better sword and this is a better sword.

Next session summary tomorrow (busy, busy day for me.)

Sunday, January 26, 2020

Felltower pre-summary

We had two delves today in this one session:

- we wrapped up the draugr battle.

then, the PCs returned to town and then came "right back" almost a month later, for another delve. This one featured Galen, added to the returning group. They:

- re-cleared some old territory they hadn't been in for while.

- brought the new party members to the "water magic room"

- and explored the next level down - after a harrowing fight on a staircase that led to a great fall.

Fun stuff - summaries tomorrow and possibly Tuesday.

Saturday, January 25, 2020

DFRPG Companion Ends Monday

I won't have time to blog about this before it ends due to Felltower, so:

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