Tuesday, May 23, 2023

[Solo] The Magnificent Adventuring Circus, Session 2: Well- or Ill-met in Abazar?

Introduction and links to other sessions can be found here.

The cast of characters:

  • Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.
  • Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.
  • Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
  • Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.

Day 3 – continued [downtime in 3606, the settlement of Abazar]

On the third day of the journey, the Magnificent Adventuring Circus reaches the Abazar. They are received neutrally – the Abazarians natural grimness is mitigated somewhat by the presence of Julia Maxima (a Dwarf). The garishly painted circus wagon parks in the main square, next to “The Sleeping Ogre” tavern, and is converted into a makeshift stage by opening down one of the sides. Torches are lit when the evening comes, and a small group of 20 tired lumberjacks gathers around.

The Show

The show usually opens with the sword dance of Sheila, but the troupe decides that a semi-naked Elf lady swirling around with a sharp scimitar might aggravate an all-Dwarf audience… So Julia Maxima takes the stage first, with the stand-up comedy routine she practiced along the journey. At first the audience needs to time to adjust to Julia’s mountain dwarvish dialect, but gradually they warm up, and laugh wholeheartedly at the mining terminology puns and a couple of mandatory “elves smell!” jokes (Sheila allowed Julia a grand total of three). Next, Sheila puts on a “troll costume” (a dusty crocodile-skin and googly eyes) and prances around on stage. Then Pointy Kid bursts in, dressed as a knight. The two of them dance around a bit and put on a mock fight, as Julia Maxima narrates the events. On the one hand, the audience laughs at the Elf-Troll, but on the other hand, the troll is a very real danger around these parts. The lukewarm reception of this number makes Callisto very nervous, and he stutters while doing his Ventriloquism act. The audience boos and two out of three rotten tomatoes hit Callisto. Julia Maxima tries to save the situation by inserting a few jokes on the stuttering illusionist’s expense, but the evening is ruined.

The hat is passed around, and returns disappointingly light. Tough audience! But at least the troupe is treated to a free meal in the spirit of the approaching Harvest Festival.

The party retires into the wagon for the night. They would rather not carouse in this hostile town. Their plan is to reach a bigger, human-dominated town by the day of the Harvest Festival, and cash in on the festive mood of the populace… Julia Maxima goes out for a bit to mingle. She learns that there is a town called Tabriz on the river, about 30 miles southwest. Abazar sells lumber to them. This is where the Circus will head next.

Quick house rules: 

The circus is in town! List the numbers that the troupe puts on (3-4 will suffice). Describe them.

For every number, make an Audience Reaction roll.

Keep a running total of the numeric value of the rolls as well, and at the end of the show, that total x 50 is the base amount of copper coins gathered when the hat is passed around.

As a circus show is like a fight with the audience, experience points are gained as if the party has defeated every fifth member of the audience.

Roll

Reaction

Effect

2

Outright hostility

Make a Reaction roll at -2 to see if the audience attacks or just tells the troupe to get out of town. No money gained, obviously.

3-5

Dislike, heckling

-1 to next Reaction roll

6-8

Lukewarm reception

Nothing

9-11

Success, warm reception

+1 to next Reaction roll

12

Standing ovation

Number must be repeated, might override future performances. Double the amount of money earned.

 

1st number: Julia Maxima’s Dwarven standup comedy [Reaction roll: 10]

2nd number: mock fight between Pointy Kid and Sheila (dressed up as a troll) [Reaction roll: 7+1=8]

3rd number: Callisto’s rope tricks and ventriloquism number [Reaction roll: 4]

2200 copper pieces

20/5=4, 100 experience points




Friday, May 19, 2023

[Solo] The Magnificent Adventuring Circus, Session 1: The Road to Abazar

Introduction and links to other sessions can be found here.

The cast of characters:

  • Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.
  • Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.
  • Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.
  • Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.


Session 1: The Road to Abazar

The Magnificent Adventuring Circus sets out to chart a new route between Treble Cliff and the Dwarven hamlet called Abazar. Julia Maxima thinks that they might put on a show there and earn a couple of coins. She is preparing a special standup comedy act in Dwarvish.

Day 1 [travel from 3907 to 3806 (plains, grassland), weather favorable, no random encounter]

The trip starts out quite peacefully. The garishly painted circus wagon slowly rolls through the grasslands to the north-west of Treble Cliff. Large patches of purple orchids bloom here: Julia Maxima weaves a couple of flowers into her beard, while Callisto presents a floral wreath to Sheila.

+ [travel from 3806 to 3706 (mountain, grassland), weather worsening, no random encounter]

After lunch, however, the going gets harder. There is the occasional drizzle of rain. The terrain becomes steeper as the circus travels into the northern reaches of the mountainous area. Ominous, crudely carved totem poles dot the landscape. They seem to depict a stork-beaked evil deity – perhaps set up by the goblins of 3707?

As night falls, the party sets up camp. They warm by the fire, then retire to sleep in the wagon, with a single 2-hour watch for each of them. Luckily, no monster wanders by during the night. Julia Maxima prays to Yucla, “the small and grotesque god of laughter”.

Day 2 [travel from 3706 to 3606 (dense forest & swamp, river, the settlement of Abazar), weather worsening, no random encounter]

Dawn brings heavy rains. The circus wagon gets stuck in the mud, and it takes many hours, all the strength of Julia Maxima and all the slyness of Pointy Kid to get it moving. Callisto fakes indigestion so that he doesn’t have to help. Sheila stands on watch, but it looks like monsters hate this weather as well and remain in the lairs.

However, the party definitely doesn’t want to stay in this area too long, and a forced march is ordered to at least get down from the mountains. By nightfall they reach the edge of the dense forest, but they are too tired to go through it in the darkness and set up camp. The rain stops, and there are no nocturnal encounters.

Day 3 [travel inside 3606 (dense forest & swamp, river, the settlement of Abazar), weather favorable, random encounter: the Troll that lives in this hex (party non surprised, monster surprised)]

After an early breakfast, the circus rolls out – the ground is no longer muddy, but the trailless dense forest is a challenge to traverse for the circus wagon. There is the smell of decay and rot in the still air. Bamboo the draught horse neighs with disgust. Julia Maxima tries her best to find the way towards the river and Abazar. Pointy Kid is on lookout, and sits atop the wagon. From this vantage point, he manages to spot a large, putrid gray creature. The monster is busy feeding, hunched over the half-rotten carcass of a deer… and, luckily, doesn’t notice the wagon at first, and then doesn’t pay attention to them. The circus gets away this time!

Around 4 o’clock, they finally reach the hamlet of Abazar, and plan to put on a show in the evening… 


To be continued!


Notes:

[Hex 3606] Abazar, Dwarven hamlet, population 49. Sits on a river, dense forest on one side, swamp lands on the other side.

Industries, locations, shops: dock, boatwright, lumbercamp, butcher, tavern (“The Sleeping Ogre”)

Community of river dwarf woodcutters and raftsmen. Gruff, unfriendly folks, especially to non-dwarves.

Known dangers: a Troll lurks in the nearby swamp and forest.




[Solo] The Magnificent Adventuring Circus: Introduction

In 2021, I played a solo game, focused on the (mis)adventures of a travelling circus of adventurers. It was a part of a shared sandbox game, The Pit, where participants all played their own solo sessions, then updated the global hexmap with new features. It's a great setup, because you create your own stuff, but also crosscheck the existing map and you can visit stuff that other people generated. You can follow up on rumors that others posted. I don't participate any more, but the game is still going on, and you can join if you are interested! Here's the invite link (Discord server), it's a nice and welcoming community.

Like most people on the server, I relied on
I went into the game with no particular expectations. Just rolled up a party of four 1st-level characters, picked a starting point and a destination a bunch of hexes away, and travelled. New hex - check for weather - check for feature - check for encounter, rinse and repeat...

But here's the beauty of old-school play: from this baseline procedure, a cool story emerged! I played 10 sessions altogether, took notes, wrote reports, shared them with the others. It was a lot of fun! 

As I still have these reports, I thought I would share them here on my blog as well. So from now on I will be posting it in installments. 

This is the intro post and "table of contents".

The Troupe:

The Magnificent Adventuring Circus! Their shows are re-enactments of their daring adventures that totally happened. They ride around on a garishly painted stagecoach (still paying off the debt on that one…).

Julia Maxima, the Bearded Lady (Dwarf Cleric 1). Stern leader and cook of the circus.

Pointy Kid, the Knife Thrower (Halfling Thief 1). Sly acrobat with a pipeweed addiction.

Callisto, Master of Illusions (Human Magic-User 1). Archmage of the Highest Order, Keeper of Forbidden Knowledge. Obviously, he has a creepy ventriloquist dummy.

Sheila, the Odalisque (Elf Fighter/Magic-User 1). Exotic dancer and all-around cool girl. She won’t agree to be sawn into two halves.


...and their adventures:





Monday, May 8, 2023

My phased combat sequence house rule

I LOVE PHASED COMBAT! Yes! Behold, my phased combat sequenced that I use in certain games. It's based on OD&D/Chainmail/Delving Deeper, but modified according to my experience of running phased combat in Mazes & Minotaurs.


COMBAT PROCEDURE

Each side rolls d6 for initiative, higher is better.

Each round, we go through the following steps:

1. Morale checks (for monsters & NPCs).

2. Declaration of intent, in reverse initiative order (so the faster side can react to the actions of the slower).

3. Action phases; all sides complete each phase in initiative order, Referee adjudicates sequence of actions as needed:

A) Missiles, Movement & Miscellaneous actions

  • Stationary characters with ranged weapons at-the-ready can fire twice (or fire once and reload crossbow)
  • Non-stationary characters with ranged weapons at-the-ready can fire once, with a -2 (elves ignore this penalty)
  • Ducking in-and-out of cover counts as movement
  • Firing into melee is allowed, attack rolls that miss their mark are checked against the nearest friendly participant of the melee
  • Spell-casting starts in this phase; caster must remain stationary

B) Melee

  • All in melee range (10’) can attack or be attacked; performance is determined with a single attack roll (against 1 (or less) HD enemies, fighters and monsters can opt to do multiple attacks [a number, equal to their HD])
  • Sequence of attacks is determined by logic (e.g. longer weapons strike first on the first round, but last on subsequent rounds) or initiative
  • Grappling/overbearing: each participant rolls their HD, higher wins; grappled character is immobile until held, or even knocked/choked unconscious (save against Paralysis applies)

C) Magic

  • Spells begun in phase (A) go off
  • If the caster took damage in the previous phases, they must save against Spells/Magic or the spell is interrupted and lost

 

Referee trying to adjudicate phased combat, by Francisco Goya

I'm too lazy to write up an example of play, but maaaybe in the future.

Monday, May 1, 2023

The Golem Master's Workshop - translated into Russian

I checked my blog stats and found out, through the referral links, that there is a Russian translation of my short adventure, The Golem Master's Workshop!

It is appended as an example to a translation of Tristyn's guidelines for 10-room/30-minute dungeon, my favorite lightning-fast dungeon creation method.

The Golem Master's Workshop, Russian PDF: https://imaginaria.ru/attachments/get/1342

Ehh I should *really* update that map...



Science fantasy campaign with floating islands, quick notes

Floating islands are cool. I want a science fantasy campaign, a big hexmap, with, like, five islands floating above it, each with its own quirks and behavior. Of course, there is Skyrealms of Jorune, I'm intrigued by it, but I cannot use settings so dense (and I envy Samwise who can grok it and runs a BRP Jorune campaign!).

Anyway, in this campaign I envision, the Referee would have to track the movements of the floating islands, which could be a hassle, but perhaps could be done in weekly turns. 

The islands would be like wildcards, most of them moving around randomly. Due to the randomness, they could crash into each other, into the ground, or tall mountains. And some islands would have environmental effects. Obv. all of them would be adventure locales with ruins and dungeons and treasure and conflict and peril.

Something along these lines:

Floating island

Movement

Special

1, Inhabited by monsters

Immobile

Weird weather magnet.

2, Inhabited by sentient beings, split into two warring factions

Controlled by dominant faction, 1 hex/day or 30 degree turn/day

Mostly functioning tech and ecosystem.

3, Inhabited by monsters

Erratic, roll 1/week

Corruption field. If the island stays on the same hex for more than 1 week, the hex becomes Corrupted.

4, Inhabited by a single sentient being and a bunch of monsters

Continuous, roll 1/week

Transporter beam. Every midnight, a 30’ diameter column of red light projects from the lower tip of the island, stays for 1 minute, then teleports everything in its reach to the island (incl. a hemisphere of ground below).

5, Inhabited by sentient beings

Continuous, roll 1/week

Crumbling. There is a chance of either a rain of small debris or a large chunk falling down from it.

Movement types:

 

Erratic

Continuous

1

Turn clockwise

2

Descend 1000’

3-4

Move 1 hex

Move 1 hex

5-6

Stop

7

Ascend 1000’

8

Turn counter-clockwise




Bonus Lin Carter quote: