Showing posts with label Amber. Show all posts
Showing posts with label Amber. Show all posts

Monday, August 1, 2011

Finishing Castle Amber (with Alt Ending)

Well, last week was my military buddies last day in town. We all got together for a bit of pasta and a D&D session with one singular goal in mind: finish the Castle Amber module. You can see my other play recaps one, two, three, four, five, and my alternate ending idea for the CAS inspired black sand desert and the alternate crypt.

I warned them up front that this could end in a TPK and secretly I knew that when they faced down the mummies in the tomb of Steven that was the most likely spot for TPK.






Things started out all right enough for them, they combined a ring of telekinesis, a flight spell and invisibility to make short work of the necromatic colossus with a well pitched bag of undead killing dust to the face. They defeated the beast of perigon and obtained the Ring of Eibon again employing a combination of an elf, flying outside of a castle window firing lightning bolt into the castle and then running about on the roof top, while their dwarf who is an animal with 46 HP at 5th level (now upgraded to 56! HP at 6th level) just stood toe-to-toe with the beast and took like 40 damage over 3 rounds without dying, until the beast of Averoigne bit his leg off at the knee. They waited a couple of weeks and fit the dwarf with a peg leg and continued on.

They performed the ritual combining the four items together to create an extra-dimensional rift that sent them to the demi-planar home of Steven Amber. They even did ok evading a death knight and sacrificing a mule to the crazy amputee gardners of the poison flower ruin/garden in the middle of the desert.

It was however a bit of a surprise when an albino orc took aim with a Winchester rifle and blew a large chuck of plate mail armor from the shoulder of the main leader of the party - the elf. The party responded with a barrage of magic missiles, hold person spells, and suddenly they had suppressed 20 out of 30 of the albino orcs in two or maybe three rounds at the most....

But all things turned around quickly when they opened the door to the Tomb using the gold crown they had found in the Amber Lion/Golem at the silver gate in the castle (I read to them about the tapestry of a gold crown and pheonix on a field of sable, and they came up with the idea that the doors could be opened by touching them with the crown. Initially I was planning for the doors to be unlocked but I thought it was a cool idea to touch the doors with the crown so I made it work and had the doors swing open with a loud rush of air at the first touch by the crown).

That was when everything fell apart - nine mummies attacked. Everyone in the party failed their saves and were paralyzed for a round giving the mummies a free attack. Then the mummies gained the initiative for the second round. Two out of seven of the party members were below zero by round two. By round 4 the number grew to 3 and the mummies hadn't yet taken damage. I realized I probably had a TPK on my hands but I was prepared for it. However, when three mummies rolled 1's in a roll on the party's cleric, keeping him alive, things began to turn around for the group. The clerics had both already tried turning to no avail, however, the cleric was able to run backward out of the tomb, with the mummies returning to their feet and giving chase, this allowed the party magic user to barrage them with magic missiles (he was sixth level casting 3d6+3 damage per spell!). This combined with some lucky strikes by the cleric, and things started turning around.

B/X Mummies are sick.

I was planning to have magaen creatures jump out of the side rooms but that would have ended the night without a doubt. So instead I made up some fun stuff for the players to find in there. One room had the implements of mummification, in another room was a large espresso machine and potion mixer with a sign that said (drink at your own risk), in the third room they found several automaton creatures that served steven, they interacted with them and figured out how to get to Stephen's casket and remove the curse.

As a side-note, also have to say that the most resilient character of the party was the dwarf, the combination of a low AC of 1, 46 HP, awesome saving throws, and wielding a +2 mace with another +1 to attack and damage due to strength meant that he just started dropping mummies every couple of rounds.

All the characters ended up with a little bit of mummy rot but that was cured by Steven Amber using his ring of wishes. He also healed them all up, regenerated the dwarf's leg, and gave them all a 10,000gp gem/jewelry, and a random magical item each. I rolled up some cool stuff for them and we quit the night. This is an awesome adventure but a bit of a monty haul relative to what I normally run my players through.

We decided that we might bring these characters back for another game - Master of the Desert Nomads and the Temple of Death. I think the PC's are of an appropriate power level for those two adventures. I already have an idea on how to pull them into the first adventure, but that is a tale for another evening...

Monday, July 18, 2011

The Werewolves of Sylaire

I threw down on the tabletop once more - X2 Castle Amber. The PC's have left the Castle, and have collected two of the objects needed to find Steven's extradimensional tomb in the twisted desert of Yondo. This latest adventure jumped off track of finding more objects, since the PC's decided to track down the lair of the magic using Werewolf lord and try to gain access to his spellbook. I dropped a couple of hints that they were going off the reservation, but they really wanted to, somewhat motivated by the fact that we were missing one of our gamers so they didn't want to finish the adventure without him.

Instead they tracked down and fought 13 werewolves! The amazing thing was that they killed almost 6 of the werewolves without taking any damage. They ended up on a rocky cliff and were able to use web spells to take the advantage away from the wolves and hedge them into a certain area. Lightning bolts, hold person, and light spells slammed into the ranks of werewolves. In the end the PC's killed all the werewolves except for the leader who ran off to live to fight another day.

They found a spell book that was 1/2 intact and then they met with the enchantress who helped them get back to Averoigne...

Next up for my PC's... finding the last two artifacts and landing at the shore of the malachite lake. Hopefully I can get the gaming group together one last time before my buddy moves to Georgia. Otherwise this story may never get told (unless we use skype).

Wednesday, July 6, 2011

Castle Amber_Alternate Ending_Part 2




So you made it through Castle Amber, found all the artifacts in Averoigne needed to find the Tomb of Stephen, fought your way through the horrid deserts of Yondo. You are at the door of Stephens tomb starting at the black shield of sable, a phenix Or!

You open the door and head inside, only to find 12 sarcophogi which open up releasing 9 Mummies. Roll 9 savings throws vs. paralysis.... *insert the mad evil laughter of a DM as he watches his players one by one failing their saving throws*

Then I will have the mummies stride up and attack the party - gaining automatic initiative!

The party will face down 9 horrific foes, and then I have 4 rooms flanking the central hall that will begin to open up every 3 rounds releasing a small group of Magen guardians for Stephen's tomb! If this doesn't end in a TPK, the PC's will have proven their muster, and can enter Stephen's tomb and release him. He will use wishes to bring back any dead PC's and then whip them all back to Mystara and the adventure ends.... for now.

Monday, July 4, 2011

Castle Amber - Alternate Ending - Part 1




I've spent a little time working out that alternate ending to X2. I really didn't like the ending that Moldvay put in there. It felt really rushed. It is a string of 7-8 rooms in a row with powerful creatures to kill, open door see Blue dragon (kill it), open next door find some sharks (kill them), etc... with little excitement, exploration, or thinking for the PC's.

So I'm going to add on a little more CAS flavored action to the adventure. Instead of plopping the PC's directly in front of the tomb of Stephen, I'm plopping them upon the shores of the green malachite salt lake from the "Abominations of Yondo" Story. They will be standing in a desert of ash colored sand with a swollen red sun hanging in the sky. Looking directly ahead across the massive lake they will see a lone building of white stone on the far shore of the lake, with a back drop of hemispherical astroid mountains.

They will have the choice of adventuring to the right side of the map (where they will encounter the inhabitants of the Crumbling Gardens of the Amputee's. I made this up in the spirit of ClarkAshton! Or they can explore to the left side of the map where there is a large forest of Evil Cacti. Either way the PC's choose the trip will be about 20 miles. I would start the PC's at about midday so that they will have to camp near either the Garden or the Forest of Cacti depending on the direction they choose.

The Amputees live in a beautiful garden of flowers and vegetables that stands on the crumbling ruins of a once beautiful palace! They "feed" the plants their own blood, and body parts to enhance their growth. These plants have also adapted to live on the green lake water. Many of the plants should be of the carnivorous variety, the DM should invent all sorts of interesting plants to attack the players with if they explore this area. This ancient palace was once full of treasure so feel free to drop the PC's a couple of interesting items or create a dungeon below the ruin if you think that would be fun.

On the other hand, the Forests of Evil Cacti is full of horrifying Ochre Jelly's, shades, and spectral riders! Come up with any number of horrifying images for the PC's, pop the top off your mind and go for it!!!! If the PC's attempt swimming or flying over the lake there are many evil Cthulthu-like squid creatures there so they better fly high over the lake!!! That would be the most direct method of getting there if they can just fly over the lake but it is several miles across so they better have a long duration spell power...

When the PC's finally reach the Tomb of Stephen, there will be a group of albino mutated beast men [treat as orcs]. I would say there should be 20-50 of them depending on the strength of the party. They are equipped with a combination of crude weapons (but maybe a few have firearms plucked from the dead fingers of victims pulled from more modern worlds) and will attack as a mob. If the PC's kill 50% of them, they will disperse and flee into the desert toward the mountains.

If the PC's defeat the albino beast men, they can move to Part 2 of the Alternate Ending (inside the tomb).


***This is a work of fan fiction for my own Dungeons and Dragons campaign. All use of Clark Ashton Smith's creations are to add flavor to this module which is being posted up here for free with no intent to publish any description or material from any of Smith's work beyond casual references made to "the abominations of Yondo", the "evil cacti", "the green lake", and "the inquisitors of Ong".****

pss... I would strongly suggest reading CAS Abominations of Yondo before running this alternate ending to X2.

Saturday, July 2, 2011

Castle Amber... continued.

Around Christmas 2010 and the first of this year I ran a group of friends through the first 1/2 of Castle Amber. We had a great time and it took them two play session and ~12 hours of playing time to get through the keep and into Averoigne. My buddy called me earlier this week, told me he was back from Europe, and would like to throw down more of the adventure. I told him I was free Saturday morning and early afternoon, and would love to continue the adventure.

Well this morning at 6:08am, three drunk friends of mine pounded on my front door. Apparently, they had gone out for a few after dinner drinks last night, which turned into MANY after dinner drinks. They had partied the night away, and decided it would be better to stay up all night, forego sleep, and show up on my door as early as they thought they could get away with it without me just kicking them out.

I grabbed some coffee, the Basic and Expert rulebooks, my dice (enough for 4 players), the Castle Amber adventure module, my improvised BX DM screen, and we started roleplaying at 6:30am this morning.

It is now 5 hours later... and I am remarking about how much Castle Amber is a MEGA MODULE! Don't be fooled, this is not an adventure module, it is a tiny campaign. When we had last left off, the players had just entered Averoigne from Castle Amber. We reviewed the salient points and then we started. First off they found an Inn, met some locales, talked it up and found out that Ximes was ~180 miles south of where they were. They started the ~9 day journey to Ximes, ran into various encounters, and met an adventuring Bard on the road, and finally entered Ximes. The Bard had related to them that he once had learned a Song about a Castle Amber that had disappeared one night long ago after many of the inhabitants had been accused of witchcraft and conversing with the devil! The Bard told them that he thought that maybe Castle Amber had disappeared over 1000 years ago (the bard was exaggerating *insert evil GM chuckle*.)

They decided to start reading a Holy Bible that they had found in Castle Amber, they intially couldn't read it and the mage of the party had collected it thinking that it might be a powerful spellbook. Once transported into Averoigne I ruled that the magic had allowed them to communicate in French as if it were Thayatian common from Mystara. The clerics of the party scoured the book closely and determined important point - there was one supremely powerful god above all others, and he had ruled that magic use was outlawed. They kept all their spellpower undercover from that point on.

They went to the Church in Ximes, and found Azedarc preaching a long sermon in a Catholic church. They put together the pieces and determined that there must be something fishy going on. One of the elves used an invisibility spell to sneak into the back of the church until he ran into Azedarc's assassin. The assassin figured out what was going on and decided to deal with the PC's. The PC's met him at a tavern and there they traded him a scroll with three powerful spells for a potion of time travel. Little did they know that the time travel potion was actually poison mixed with a time travel potion.

They had massive quantities of gold, so they bought a massive wagon and a large wooden boat and traveled north to try and find Sylaire. They found the ruins of Sylaire by levitating amazingly high (I've got to check if I'm playing B/X spell durations correctly) and then finding the ruins from their arial vantage. They passed through the magical gate, and I ruled that they fell asleep.

They awoke to two of their company bound in ropes, and most of their weapons in the hands of a massive group of Neanderthals!!! This was a lot of fun, they had to think quickly on their feet (which isn't easy when you have had zero sleep, but I had never said I wasn't an evil DM!) and figure out how to get their people back. They fought the primitive men for several rounds when the sky began to darken. The Neanderthals saw the sky change and decided to run away.

Sephora of Sylaire stepped forward and apologized for the actions of the primitives. She explained that she was cursed (I was adding things here and there if you haven't guessed, mainly because I hadn't had time to read the module through and was just improvising on my feet). Anyway, I told the group that she was stuck in time at a point where lycanthropic chaos threatened to overwhelm these primitive men inflicting them all with the disease and changing the course of history forever. She needed their help in defeating a time traveling werewolf magic user and then she would give them the sword of Sylaire and return back to the dimension of Averoigne. I had also ruled earlier that in Averoigne clerics turning ability and spells were as a cleric of 3 levels lower due to distance from their deity whereas in Sylaire I allowed the clerics full use of their abilities since the plane was not ruled by our GOD. I explained that Sephora was powerful but she didn't want to risk herself in combat against the wolves since she was the last guardian of these primitive people (blah, blah, blah, lol).

Well, the guys agreed to face down this werewolf magic user. So I look down into the module and find very little description of how to handle the encounter. There is no map, no stats on how many other werewolves he might have created, or any information about his lair. I improvised a map of the area, showed approximately where the werewolf might be. The players ran afoul of several traps in the forest, and a small army of club weilding skeletons (I saw that the were wolf guy had the animate dead spell, and I figured that given enough time he would have raised a small army of undead to guard his lair). Finally, I figured that using wolf spies, he would have gained information about the PC's coming toward him. He took 5 of his most trusted werewolves, 15 normal wolves, and himself as a war party to head out and face the PC's exactly at dusk.

The PC's heard the wolves coming before they saw them - there were 7 PC's in the party total. 5 of the PC's made a circle with the mage in the center and waited. The thief and one of the elves went invisible and ran out into the forest to scout.

The wolves ran through the area occupied by the scouts, and then began running circles around the circle of PC's. The PC's cast everything they could think of for protection and then got ready to fight. The wolves attacked, web spells were cast, hold person, light spells on the eyes of werewolves, the magic using werewolf tried polymorphing the party mage unsuccessfully. Things got dicey for a couple of rounds, but the PC's were eventually able to win, killing off almost all of the wolves, all of the werewolves, and slaying the werewolf magic user with a single lightning bolt (he failed his saving throw)!

The party's fighter lost an arm (I'm using the table of death and dismemberment, which I have on my improvised B/X DM's screen), but everyone lived through the encounter. The PC's gained the sword of Sylaire, but they are planning to go back into the forest to find the lair of the werewolves, rout them all out, and try and find the spellbook of the magic using werewolf! There is absolutely no information about the lair in the Castle Amber module, but I'm thinking since the PC's are planning to wait 3d6 weeks for the fighter (Thorn) to heal up such that he is ready for battle (as well as he can with one arm) - I think one of the werewolves will have become the leader of the group, infected a mass of other primitives, such that now they will have a small contingent of werewolf neanderthals guarding the lair. I think the lair will be a structure made of timber built off the entrance of a natural cave. There will be plenty of traps, and wooden structures built to funnel the PC's down choke points and force them to do battle with the lycanthropes on their terms. A huge encounter from roughly 1 sentence of the module. This adventure can really turn into a campaign. I'm also thinking about what other protections and guards would a 10th level wizard have provided to keep his spellbook from harm (even from the other werewolves) while he headed out to go fight the PC's party.

I've been really generous with EXP for this game, so I gave them all 1500exp each (which brought one of the elves within 1700exp from leveling to LVL5. When this adventure finishes, it will end in a TPK or character retirement anyway, so I'm just playing things fast and loose.

I'm having a lot of fun with B/X D&D - I had to do a lot of house rulings for one adventure, maybe a record. I'll try to write down the things that came up and maybe post them up here for discussion (if anybody is still reading my blog).

My military buddy is going to be around for the next couple of weeks so we decided we will try to get together at least one more time before he heads back to wherever. I'm skeptical that they can finish the adventure in 4-6 hours if they get sidetracked trying to find the lair of the werewolf, so I will probably try to reason with them. However, if they decide to go that route, I already have a mental layout for the werewolf lair and what they might find on the way. Good times.

I came up with a mental plan for an alternate ending to the Castle Amber adventure involving the abominations of Yondo, and mummy guards, and half-men worshipers of the abominations, for the tomb of Stephen, so I'm going to have to spend at least an hour writing down some notes and sketching up some maps to flesh that part out in case the PC's make it to the end of the adventure...

If they do, I'll make sure to blog out a play report from how it went!

Saturday, January 15, 2011

Castle Amber Recap - Part 3

Our second day of playing the Castle Amber adventure took place on Dec 31st of 2010. I allowed the PC's to make up a few extra characters to join the party, here is a summary of the additions:

Randy Gnarlypath (now deceased) 4th level Neutral Halfling, favored his shortsword in combat, built short but stout and fiesty with his 16 STR, 13DEX, and 14 CON!

Barden Oakfist, 5th Lawful Cleric of Halav, Barden carried the trusty Sword and Hammer of Halav into combat.

Thorn, 4th level Neutral fighter, big and mean, Thorn picked up an enchanted Black Mace +2 and used it with his 18 STR to beat down his enemies in the dungeons under Castle Amber.

Most of the PC's leveled up to 4-5th level by the time they passed through the silver gate into Amber. During this part of our adventure, the PC's passed into the Chapel of the Chateau and ran into the magical statues, tried to work out horrible "misunderstanding" between Charles Amber and his sister Madeline Amber (who Charles had buried alive!!!). Harkindurn the party dwarf was inflicted with malaria from the statues, but this was later reversed by the powerful chaotic demon worshipping cleric Simon D'Amberville in a successful attempt to allay the party's fears against him.

The party was unable to relieve the tension between Charles and his sister. Charles went invisible and slipped away warning Simon of the party's nearness. Madeline, took off through the keep with her trusty war-shield and sword searching for revenge against her brother. The party, unsure of what to do searched around finding a chest full of treasure and some secret doors finally leading to Simon D'Amberville.


Simon first got the party to trust him with some sugar tongued words, the gift of a ring of protection +1, and a remove curse spell. However, he memorized some other spells to deal with the party when they decided to spend the night in his sanctum. He cast a silence spell on a rock and tossed it into the midst of the party as they slept. He then cast several curses on various party members, quested several of them to find the tomb of St.Stephen, cast finger of death - killing the party Halfling Randy, used hold person on two of them who had been the "watch", and then was about to start slitting throats when I finally rolled a random roll for one of them to wake up. Simon decided to err on caution and slipped away quickly through another secret door, while the party woke up to find one of them dead, most of them either cursed or held, and a silence spell in effect. It took them a while and dispel magic, but they were able to remove most of the effects except for the curses and the quest spells. The party then decided to use the trap door to the dungeon (which Simon had explained to them while he was getting on their good side).


During their explorations of the dungeon they first found the alchemy room, where they were "gassed" by some strange purple lotus powder that caused them to have trippy LSD type dreams that became real if they failed their saving throws!!! This actually didn't kill anyone, but the party dwarf almost ended up with wings (which we all laughed about at the table, just imagining a surly dwarf in chain mail with a massive axe and sporting cute whittle pixie wings ;) Also, the party mage gained a level in an instant by failing his saving throw - wow, Tom Moldvay put some serious character altering effects in this adventure.


In the dungeons the party battle hell hounds, stayed the heck away from a hypnotic small child standing in the middle of a pentagram and begging the party to release her (she was a death demon using an illusionary form), the party mage gained 2 points of wisdom passing over the letter square area to nab another key.

The party also fell afoul of the brain collector in area 48b. This was probably the most challenging of all the things they fought, wherein it forces three of the company to roll against the table of death and dismemberment - hitting less than zero HP.

They first took a look at this tentacled monstrosity perched upon crab legs having almost humanlike hands at the bottom, and watched it ingest the brain of a recent victim. The brain slid smoothly under the rubber carapace of the slimy yellow dome that vaguely resembled a head up and then the fish like swiveling eyes of the beast turned toward our heroes! The party slammed the door shut and let the party clerics cast preparative spells to "buff" up our heroes. However, this also allowed the creature to go invisible, and cast a phantasmal force version of itself. The party burst back into the room and did like 60 damage to the illusionary creature, wasting a lightning bolt, all their magic missile spells, lots of arrows, for a couple of bogus combat rounds, which allowed the brain collector to cast haste on itself and then charge the party!!!

They then had a desperate battle where the party fighter ended up with a broken arm, and two others ended up unconscious. However, they were finally victorious and went back up to the unicorn and the maiden where they spent the night. They returned to the dungeon in the morning, battled an amber golem and then unlocked the silver gate to transport them into Averoigne. We stopped the adventure at this point.

Everybody had a good time, and since 1-2 of my players were heading back to Italy on a plane in a couple of days, we decided to try and make plans to finish up the adventure someday on Skype. Everybody had an excellent time, this was everybody at the gaming tables first time playing an edition of DnD pre-2nd edition, except for me. Most of these guys only play 3rd edition, and they were really surprised at how much fun they had. One of them told me he had expected to become really bored with the game considering he wouldn't have a tool-kit of feats to fall back on. However, he remarked at the end of our game that combat really went quick and not having feats gave him the ability to think outside of the box and just try "crazy" maneuvers. I just used on the spot random die rolls to adjudicate things that aren't covered within the rules.


Anyway, this is a really great adventure, and a massive one which is almost like a mini-campaign. We spent about 6-8 hours playing and the PC's have accomplished almost 1/2 of the adventure so far. Hopefully, we will organize a skype game and finish this one up because I have a lot more in store for them if we do (insert evil GM chuckle here)...

Wednesday, January 5, 2011

Castle Amber Recap - Part2


Day 1 Encounters:


In the first 3 hours of real time the players were able to make it through the West Wing and 1/2 way through the center Indoor Forest area.


One particular interesting encounter in the West wing was the Aranea room.


The PC's were still preoccupied by a encounter with a huge green slime that was guarding a treasure. They had not figured out a way to destroy this massive slime (and never would) so they decided to try out the doors nearby.


They opened the door to the next room down from the slimes and found it completely filled with spider webs. In the back of the room they could see a glittering array of spider eyes looking at them longingly. They slammed the door shut and moved on.


Or so they thought - the aranea used a phansmal force to make them think they had shut the door when instead they had just shut an illusionary door. Two of the aranea then proceeded to follow them and charm Higgins (I rolled him as the victim randomly). Once Higgins was charmed he tried to set the mage of the party on fire with his torch. The party started to try to dealing with Higgins and then a big spider falls down top of the party cleric. The other two spiders are hiding in the original room bidding their time.


The party begins to fight the 1st spider when the second spider casts magic missile on the party. Two PC's are hit and then they see the spider pop its head back inside the door (looking like it is "phasing" through the door. They decide that these spiders must be partially ethereal so they run over to the illusionary door (still believing that it is real) and try to open it. Meanwhile the spider just pops its head out of the illusion and bites the dwarf who is trying to open the door. Luckily the dwarf has amazing poison saves or they would have had a dead dwarf.


The third spider turns invisible and slinks away from the fight, not liking where it is going. The PC's kill the first spider that dropped down on them and then begin to fire lots of arrows upon the second spider. They figure out that the door is illusionary and they jump through it. Finally, they beat down Higgins with subdual damage and then finish off the second spider. They collect their treasure and then head back to safer territory to rest and recoup spells (the mage used lots of his spells up finishing off the spiders).


Unfortunately, the third spider follows them. It comes upon Higgins and the dwarf while they are on watch and bites Higgins. He fails his saving throw and dies a few rounds later. Meanwhile, the spider casts ventriloquism and begins to taunt the party and attack them from their flanks. Eventually, they get everybody awake and finish off the spider. Higgins was the first victim that the Castle Amber adventure claimed. I think if I had been rolling random encounters this adventure would take at least double the time and would have claimed many more lives in the process.


Other encounters that stick out in my mind were the ghostly dinner (where none of the PC's ate anything except for the dwarf who ate and drank EVERYTHING!). He lucked out on saving throws and ended up gaining 2 extra permanent HP, lost a point of INT, gained a point of WIS, and gained the power of ESP 1/week for life.


Another encounter that was quite a bit of fun was the amoeba in the center of the fountain in the Indoor Forest. The PC's see this treasure and know that there will be something stopping them from getting it, but they decide to send the thief in to get the chest. He takes his shoes off, cuffs his pants up, and starts to walk across the surface of the amoeba after pushing around with a 10 foot pole.


The amoeba engulfs the thief inside of itself and begins digesting him (causing 2d6 damage each round). One of the clerics decides to grab the 10 foot pole and try "fishing" the thief out of the slimy amoeba. I decide that it could work and we use a couple of random rolls to determine success. It ends up taking 2 rounds but the cleric fishes out the thief. Meanwhile the amoeba eats the dwarf - so the cleric wipes some sweat off his brow and begins fishing for dwarf. Using random rolls kept the action fast and furious.


This is one of the strengths of B/X DnD, you can get combat over fast, so you can get to more combat (and that is a line from the Risus roleplaying system but it totally applies here). We had nine PC's 5 of them spell casters, and several that had magic, and I was able to run combats of 12 turns with 10+ opponents in less than 20-30 minutes.


Anyway, getting back on topic, the amoeba had 15HD and took a lightning bolt, 2 magic missiles and the combined hacking of ~3 other characters before finally they hacked off enough slime that the creature died a wriggling death.


After fighting the amoeba they explored the chapel and then proceeded down into the dungeon where they unlocked the silver gate and moved into Averoigne!!! But that is another story, for another day, in Part 3!

Sunday, January 2, 2011

Castle Amber Recap - Part 1

On our first day of this adventure we had three players and roughly 5 hours to play. In 1.5 hours the characters each made two characters whose levels had to add up to 8 ( 2x4th level or 1-3rd and 1-5th etc...). We also rolled to see if they had any magical items entering into the adventure. The party ended up with two scrolls and a few potions.


Here are the gallant PC's:


Gyric Greymane (5th Level, Neutral Mage, wears grey robes, likes to cast lightning bolt and levitation)


Lokidus (3rd Level, Neutral Elf, fights with daggers, was invisible for most of the adventure)


Dakon Darkblade (3rd Level Lawful Cleric of the Church of Karamiekos "in good standing", had a crappy constitution score and only 12 hit points, made up for it by wearing plate mail :)


Neil Mankenzie (4th level Neutral Thief, had a sweet constitution score of 17 and 19 HP!!! we rolled up that he once fought Dwelifane to a draw in the city of Specularum, they became friends after that)


Dwelifane Nonendyl (4th level Lawful elf, this character rolled really good stats having a 13 strength, 14 Con, and 18! dex. In battle he favored the two handed sword and the long bow)


Harkidurm Battlerock (4th level Neutral Dwarf, typical Dwarf 5 int, 7 wis, 4 chr, but... 16 str and con!, he rolled really good HP having 37 HP at 4th level he had some stats change up by the adventure and also gained the innate ability to use ESP, although with his low INT and WIS he is not sure how to use this, also he gained a permanent +4 bonues to poison saves giving him a save of 2...)



NPC:


"Higgin's" 1st Level Lawful Caravan Guard (Fighter)


I added Higgin's because I thought it would be nice for the PC's to have a torch-bearer - I named him Higgin's as an homage to Roll For Initiative. He met his fate at the hands of spell casting spiders.



The Adventure!


The PC's found themselves on horseback riding as hard as they could to escape a dragon that befell their party at the foothills of the Cruth Mountains as they braved a passage through the mountains leaving the Grand Dutchy of Karameikos and heading toward Glantri.


They ran from this dragon for hours until they were sure it was no longer chasing them. After some greetings and roleplaying the group made camp on a hill in the night. They awoke to find themselves in Castle Amber.


On our first day they explored the West Wing engaging in a boxing match with a magen and having tea with an insane Ogre that thought it was an elderly woman. They killed two wraiths with a lightning bolt and found over 10,000 gp of treasure in around 3.5 4 hours of play. There were a couple of really cool encounters I'm going to elaborate on in future posts. For the next adventure I told them that they could reach make one more character since I was worried about having a TPK in a single encounter.


Overall - everybody playing was happy with the B/X system. None of these guys have ever played anything before 2nd edition AD&D, and have played a bulk of their gaming in 3rd edition. They really liked the loose and quick method of play and one of them wanted to borrow the books and read up about basic DnD. He remarked, "wow, this version of the game is great for getting together, making characters, and starting the action all in the same day! I had walked into this figuring most of the day would be character creation and we ended up with over three hours of game play!.



Friday, December 24, 2010

Castle Amber

Well, we postponed the Castle Amber adventure until Dec 26th - the day after Christmas! I do have a couple of days off the week after Christmas so maybe I can pull together an adventure log of at least the highlights if it goes well. One of my buddies who is playing in this game has only played once in the last year (which is also the last time I played the game at the table...)

My preparations are complete - I have character sheets, ready-to-go backpacks filled with adventuring gear to save time, a list of immortals worshiped in Mystara, a print out of the character and monster t0-hit tables, a print out of the death and dismemberment table...

GAME ON!

Saturday, December 4, 2010

X2 - Alternate Tomb of Stephen

After reading several Clark Ashton Smith stories I've come up with my alternate idea for the Tomb of Stephen. After the PC's acquire the 4 items and perform the ritual to transport them to the tomb, I'm going to have them transported to Yondo. They will end up on a strange endless plain with a sickly smelling lake before them. On the other side of the lake will be a strange hemispherical mountain that was created by an asteroid or moon crashing down upon the plain. At the base of this spherical mountain is a large marble building with columns all around it.

They will have to work their way around the lake, encountering various "abominations" among them a group of sickly white ape men who are performing horrible sacrificial rituals to elder uncaring deities. This world that the PC's have found themselves is a pocket dimensional dumping ground. It was created by Stephen for his tomb and over the many years that passed by it has become populated by creatures from many dimensions and worlds, sucking them in as the pocket dimension moved through the inter-dimensional vortex and overlapped temporarily with other realms and planes.

If the PC's can get past these strange white ape men and into the tomb I will have antechamber attended by skeletal knights in rusty chain. In the inner sanctum are mummy guardian kings, bound by magic to the tomb of Stephen. The PC's must battle their way through the mummy guardians to the coffin and following the instructions on the inside of the coffin, burn the tapestry. This will revive Stephen and the rest of the adventure will conclude as written in X2.

I think I will be running this adventure on the weekend of the 18-19th and since X2 is a pretty large adventure I'm not sure we will make it to the Tomb of Stephen or to Averoigne. I'll probably keep this much detail for now and then just wing it based on this premise if the PC's make it that far.


Wednesday, November 24, 2010

X2 Castle Amber

I picked this module up probably 6 months ago. I'd like to try running for a group before starting a campaign using B/X rules to see how my players like it (all these guys have been playing 2nd, 3rd edition, and even a little 3.5 and 4th edition in the mix). So B/X DnD with its race as class, no feats, etc... might be a little bit of a surprise for them. However, I think Castle Amber will be a great adventure to show off the attributes of the B/X system.

There is one thing that bugs me about the adventure that I am thinking about changing. It is part 8 - Steven's tomb. This part of the adventure becomes a linear set of rooms with guardian creatures in them. It is repetitious open door, oh look, monster! The rest of the adventure is really well crafted and this final tomb section just seems lazy or constrained by page count. I'll have to figure something out to spice this section out and make it just as interesting as the rest of the adventure. I'll post up what I come up with if I can figure out a way to link files - I'm not very trained in HTML-fu.

Also, I'm really interested in fleshing out Averoigne - I'm a big fan of C.A.S. stories and I think I will probably re-read them in order to get more of the tone and feel that I'm looking to convey. Anyway, hopefully this works out - I'm pumped!