Posts Tagged “Vaults of Pahvelorn”

Ginny Bo drawn by Gus L.A few months back, in Vaults of Pahvelorn, my character Eriara’s apprentice died. It was really too bad, he’d shown a great deal of promise (took out an entire flock of pegasi)! but ultimately succumbed to one of the most ancient sources of character death: a large rolling stone. We weren’t even able to recover his hat.

I told the mighty Brendan that Eriara would like to search for a new apprentice. As she’s only 12 herself, I noted that I’d very much prefer a young apprentice. Someone who wouldn’t have any problems taking orders from a child. Brendan did some rolling, and informed me that the only hireling available was an 86 year old man.

I was…annoyed.

I wasn’t upset or even really frustrated, mind you, but annoyed. I had gotten the exact opposite of what I wanted, and since magical healing in Pahvelorn has a small chance to age your character by 1 year, this 86 year old bastard may well die of old age. I understand that in this form of play, we give dice the power to tell us how the world exists. Sometimes it doesn’t exist in a way which is advantageous to us. I embrace that, but it doesn’t mean I’m always happy about what I get.

I took him, because he was the best I could get. I dubbed “Ginny Bo” because it sounded ridiculous and I wanted to make this imaginary person feel bad about being my only option. I didn’t train him as a magic user. I intended to use him merely as a torch bearer until we got back to our home town where I could search for a proper hireling. But then something started happening.

I don’t remember if it was Brendan, or I, or someone else who said it. But it was agreed that Ginny Bo had lived a long and boring life. That he regretted not being more adventurous in his youth. He had decided to jam all of the life he could manage into his last years. This was convenient for me, since I kinda wanted him to die. Using this as justification, I sent him into all manner of dangerous scrapes. And even though he was rarely effective, he somehow managed to end up alive at the end of every session. I began to inject more personality in the character for shits and giggles. Before I started to like him, the rest of the party already loved him. That proved infectious because soon enough, I loved him too.

His adventures at this point are too numerous to recount, but you’ll find hints of them in the ever-lengthening titles he’s given to himself: Ginny Bo of the Devil’s Helm. Wielder of the Black Sword Obynig, called “Butter Steel.” The Giantslayer. The sludgifier of the Great Worm.

All of that is my long, rambling way of leading up to my problem: morale checks. In OD&D, when a player character tells a hireling to do something which places them in particular danger, the GM makes a die roll to determine whether that hireling will obey, or flee. The mechanic is important, because it prevents the player from having a bunch of entirely expendable pawns they can order about without repercussions. But it doesn’t work for Ginny Bo.

The crazy things Ginny Bo does aren’t done because Eriara orders him to do them. He does these crazy things because he’s a glory hound eager to make his mark on the world before he dies. If he were ever to fail a morale check (which he hasn’t yet) and flee from danger, it would break the wonderful illusion of his character which has amused us all so very much. Yet as a GM myself, I wouldn’t ask Brendan to exempt Ginny Bo from the rules for role playing reasons. That’s just not how I like to play.

Fortunately, I came up with a better idea. Last week I got permission from Brendan to draft a random chart. One which will serve as an alternative to mere flight in the event that Ginny Bo ever does fail a morale check. The idea is that while Ginny Bo will never flee from danger, he might become so wrapped up in the adventure that he acts to the detriment of himself or the party.

Here is the chart, as I’ve drafted it. A 1d6 should be rolled in out-of-combat situations (such as dungeon exploration), whereas a 1d12 should be rolled in combat.

  1. Ginny Bo begins to monologue. He rants about his greatness and his achievements.
  2. He opens the nearest door and charges through it heedless of the danger, or charges deeper into the most dangerous looking part of the wilderness.
  3. He attempts an overly complicated maneuver and throws out his back. For the next 3 turns he can’t do much more than walk around and carry a few things.
  4. Ginny Bo realizes HE ought to be the party leader! He begins barking orders at the rest of the party. All of his ideas are terrible.
  5. Falls asleep, probably standing up. He is very old, you know.
  6. Regardless of any need for stealth, he shouts his name and attempts whatever task he was given recklessly. He will probably fail spectacularly.
  7. Ginny Bo drops his weapon and headbutts the nearest enemy. (Probably while wearing the Devil Helm).
  8. He puffs out his chest and taunts enemies. Possibly offering them a “free shot.”
  9. Attempts to perform a Karate-Kid style leg sweep. There is absolutely no power behind it, and he looks like quite a fool impotently kicking at his opponent’s legs.*
  10. Tries to twirl his weapons around in a fancy display of swordsmanship. Drops his weapon.
  11. Tosses aside any armor which can be easily removed and declares “I can take ye’ naked!”
  12. Attempts to tackle opponent and wrestle them on the floor. Regardless of the opponent’s size.

*This may or may not be based on an actual childhood experience.

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Ogam Thorton - As depicted by Gustie LaRuHaving friends with artistic talents has ups and downs. The downside is that I hate them for making my shitty doodles look even worse by comparison. The upside is that they still love me, and they make me lovely drawings like this one. Oh so many lovely drawings.

This particular piece is from Gus L., esteemed author of Dungeon of Signs, and my adventuring companion in the Vaults of Pahvelorn. During many of our games, Gustie plays while working on drawings. At the start of a recent game, he asked that everyone in the party write a brief description of their character’s appearance. He then proceeded  to sketch each of our characters during the course of a 3 hour game session. There were four of us there that day, which means Gustie completed each of these sketches in less than an hour. That may not be too impressive to someone who does a lot of art themselves, I don’t know. But it’s damned impressive to me. And Ogam looks way cooler than I ever imagined!

I highly recommend you check out Gustie’s blog, for more of his art, his play reports, and generally awesome bloggie goodness.

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Gray Ooze, as depicted by Paizo

Gray Ooze, as depicted by Paizo

It’s been awhile, but I have a few more Tavern Tales to tell, if you’ve got the time!

Underwater Ooze

Over the last few months, Brendan‘s Vaults of Pahvelorn campaign has become one of the best parts of my week. I love the game, I love the group, and I love having the opportunity to be a player as a change of pace. I’ve also enjoyed the challenging, and high-mortality style of Brendan’s GMing, despite the fact that it cost me one of my favorite PCs ever. As a group, we’ve learned to be cautious, and when its best to simply run away. I think we’ve become quite skilled at navigating the depths, but our explorations are far from done. And just this past week, we encountered a challenge which very nearly defeated us entirely.

In a large cave, amidst a forest of glass trees, we discovered a series of ziggurats. I won’t bore you with the details, but suffice to say, we had reason to believe there was treasure in those ancient structures. We ventured down the stairs which led into the first, and were immediately confronted with an octagonal room filled thigh-deep with water. We could see a dry passageway leading further into the dungeon straight across the room, as well as a stone slab with a body atop it that we wanted to investigate. But the water was murky, and even a first level adventurer would know not to step into any water you can’t see the bottom of.

We tested the bottom of the water with our 10ft poles, and felt only thick sludge. We thought perhaps it would be safe to trudge through–but when we withdrew our poles, we noticed that the metal hooks mounted on the ends of them were completely gone. Our rat catcher, Beni Profane, pulled a rat forth from his pouch and tossed it squarely into the center of the room, and we all watched expectantly. At first the tiny cr5eature frantically swam back towards us, and dry land. But the rodent didn’t make it three feet before a grey, gloppish ooze rose up from the water, and came down on the rate, dragging it beneath the surface.

Now thoroughly convinced that we didn’t want to step into the water. we broke some of our 10ft poles in half, and used rope to tie foot hold knots to each half, thus constructing a crude pair of stilts. We tied a rope to Beni–as he is our most dextrous party member–and sent him staggering through the mucky black waters to the other side. Once he had successfully made it there, he used an iron spike to mount the rope to the wall, then tossed the end back to us. We constructed a crude bridge of two ropes–one for our arms, and one for our legs–and began to cross one by one.

The dice were not with us, though, and the second to cross–our beloved hireling Levis–caused the rope to snap from the wall. He fell with a splash into the water, and lost all composure. He miraculously managed to flee from the water without too much injury, and continued fleeing towards the ziggurat’s entrance, where we later found him dead from an unknown source.

The rest of us managed to reattach the bridge and make it across. The entire process took at least 40 minutes of game time. But it was well worth it!

…I’m kidding of course. We didn’t find a single copper piece in the entire Ziggurat. And in addition to losing Levis, one of the player characters–Satyavati–also lost his life while fighting a monster in that next room.

Without question, that was our most dismal delve into the depths yet. And I adored it.

Poisoned Journal

I’m not sure whether I’ve mentioned this or not, but recently my younger brother asked me to introduce him to the hobby.  I threw together a quick amalgamation of OD&D rules I gleaned from playing in Vaults of Pahvelorn, made a dungeon, and told him we’d play for three hours on the the following Saturday. Six weeks later, it has turned into a running campaign which I’ve dubbed Dungeons & Dragons & Little Brothers; or D&D&LB for short. Running the game has unfortunately pushed back a few other projects I wanted to work on, but I’ve also been having a great deal of fun with it, so I don’t mind.

In a recent game the party found part of an ancient manor house which had fallen into the earth in ages past. Most of it had been destroyed, but a few rooms remained largely intact, and could be accessed directly from the caves they were exploring. They had good luck finding treasures here, and when they encountered a largely intact, luxurious office room, they started to get pretty excited. Too excited to check under the desk as they normally would have. They didn’t notice the dire rat nesting there until it leapt out to defend its territory. My brother’s character, Garret, took a bite to the face which dropped him to -2 hp.

Now, the way I handle death in this game is thus: If the character reaches 0 hp, then they are unconscious. They can be revived after 10-60 minutes, but cannot fight or move quickly, lest they risk reopening their wounds and taking 1 hp of damage. If the player ever falls below 0 hp, they must make a save versus death. If their save succeeds, then they return to 0 hp and are unconscious. Characters who succeed on a save versus death also receive a permanent disability, based on the manner of their near death. If the save is failed…well…roll 3d6 for your stats, in order.

As it so happened, Garret succeed on his save. He was left with a permanent hole in his cheek which cost him 1 point of Charisma, and was reduced to limping around at 0 hp, but was otherwise none the worse for wear. Garret’s companion, Drako, urged that they should return to the surface so he could recover. But Garret insisted that they had cleared the room of danger, and it would be a shame to go back without looking through the room to see what they could find. As it turned out, Garret was correct. That single room held more treasure than the party had yet discovered in the rest of the dungeon combined. They found ancient books of law from before the fall of human civilization, and even managed to procure a piece of fine sculpture, dedicated to a powerful goddess.

Unfortunately, Garret had been wrong about clearing the room of dangers. For while there were no more vicious creatures there to attack them, there was a vicious poison dart trap. One which stung Garret in the palm when he attempted to open a locked journal. He failed his save versus poison, and had to be dragged back to town by Drako. Even before they made it to the surface, Garret’s mental state had been reduced to that of a vegetable, and it cost the Party every penny they had earned that day, just to restore his mind.

Near Death at the North Tower

For the most part, I’ve been very proud of how quickly my younger brother adapted to the dangers of OD&D. Despite his actions in the previous story, he’s made more good choices than bad ones. But even good players sometimes have bad tactics. And no player is immune from the occasional wrath of poor fortune.

While investigating those underground manor houses, the players came upon a deed to the “North Tower.” They did some investigating, and discovered that the building was still standing, the deed was still valid, and their new property was only a half day’s travel from the town they were residing in. Truth be told I didn’t expect them to find that deed as quickly as they did, but that’s the nature of the game. Sometimes players surprise you.

They decided to go investigate their new property, and promptly found themselves in a pitched battle with the bandits who had claimed the tower as their hideout. It was an absolute route. The magic user was the first to go down. His “Shield” spell gave him an AC of 3 against normal missiles, so he tried to stand in front and offer cover for his companions. The first volley of arrows overcame his increased armor class, and he went down, barely making his save v. death to remain unconscious at 0 hp. The players barred the door from the outside, dragged their companion around a corner, and tried to revive him so they could flee. The bandits immediately succeded on their first 1-in-6 chance to break the door open, and charged out swords and arrows blazing.

Drako held up a leather tarp to obscure her form, and ran for the trees, but an arrow hit her in the leg for 3, which is exactly the amount of HP she had at the time. Garret held out a good while longer with the help of the party’s two hirelings, but he and one of them were both dropped to 0 hp within a few rounds. The remaining hireling wasn’t about to fight on alone, and surrendered. For a moment, I thought my brother was about to learn what TPK stands for. But then I noticed something: Every single member of the party had miraculously ended up at 0 HP. Only one of them had even needed to make a save vs. death.

I couldn’t see why a group of bandits would kill a group of potentially valuable prisoners, so a few days later, the party awoke in a prison, and began to plot their escape.

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