Wednesday 22 December 2010

The Ballad of Fat Harold


Harold was born to a family of wealthy donkey breeders in the market town of Red River. The first twelve or so years of Harold’s life were opulent and comfortable. Harold’s lack of intelligence and ability of any kind were compensated for by his family’s riches. Lacking any drive or life plans, Harold had assumed that he would simply become a useless fop in a city somewhere, representing the family interest whilst surrounded with wine, women and song. Unfortunately for Harold, Trader County (his state of origin) was to become the battleground for one of the most vicious commercial conflicts the Wretched Earth had ever seen. The Arcane Donkey Wars were about to begin…

Trader County was a logistic hub for merchants travelling all over the Western part of the Wretched Earth, and especially to the ports that linked to the island nations. To this end, a constant supply of beasts of burden was continually in demand. Harold’s family had been in business supplying donkeys for over two hundred years and had a reputation for always being able to deliver the hardiest animals that could be worked for years of back-breaking toil. This all changed when Ro-Alum, a hotshot young wizard was contracted by the rival Packart family of breeders to magically crossbreed a newer, stronger animal. After a few unspeakable blasphemies against nature, Ro-Alum came up with what was christened the “Packart Mk VII”. The new donkey, although rather stupid looking could carry 50% more cargo, required less food and could be made into a delicious meal when they finally collapsed from exhaustion. In response, DonCo, another group of breeders contracted Delecti the Necromancer to come up with a competing solution. Whole herds of donkeys were slain and raised to make the “DonCo Frontiersman Undead Pack Animal” which whilst more expensive, required no food or water, and was immune to fatigue, disease and followed orders unquestioningly.

A bitter war for the marketplace ensued, with Harold’s family – convinced that they could prevail using traditional (non-magical) donkey breeding methods – being squeezed from both sides until their business collapsed. The Arcane Donkey Wars ended a few years later, but it was too late for Harold.

Thrust rudely into poverty, and with no marketable skills, Harold had some bad times, but clung to his dream of being a rich waster. The traditional method of achieving this and climbing out of poverty has always been adventuring – but Harold was palpably unsuited for Fighter or Ranger school, too dumb (and poor) for Magic University, and too coarse for the seminary. He tried his hand at joining the Thieves’ Guild, but his large size made him a poor rogue, and his aversion to physical exertion was the nail in the coffin.

Harold’s lucky break finally came whilst selling souvenirs at a small tourist town on the coast. The village had a dragon problem with raiding marine dragons swooping past to gobble up holiday makers at the seaside. A hippogriff-riding party of high level NPCs took up the task of ridding the town of the beasts, and engaged the dragons in an aerial battle. One of the dragons, stuck with a fatal blow, and burning with several arcane wounds, spiralled out of the sky and landed on Harold’s souvenir stand, crushing Harold. Both badly wounded, the dragon’s blood intermingled with Harold’s, and imbued him with the sorcererous abilities he now enjoys.

In his early days as a sorcerer, Harold used his powers almost exclusively for petty personal gain. Over the years, he has grown as an individual and learned much about his powers. As such, Harold now utilises his gifts for grotesque and enormous personal gain. Early on as a young low-level 3rd edition sorcerer, Harold was part of a classic D&D party providing fire support. As always, health was at a premium and following the loss of several party colleagues, Harold switched to a less bold and more cautious party. Over the years, Harold has seen editions and parties come and go and with the advent of 4e has found a niche as a mercenary make-weight in higher level parties. Up until 8th level he wasn't able to command particularly good fees - only taking on petty delves for a few encounters at a time; but as he has neared paragon level, he tagged on to the powerful and pragmatic Dog Leg Posse. Although the quests have been more dangerous than he would have liked, the rewards have been great, and Harold is only marginally short of his paragon goal. Following that, he may look to retirement as a minor dictator in a small tropical island.



Note: Despite his ultimate fate possibly being sealed, I'm now intending to use low-level versions of Harold as my main PC.

Friday 17 December 2010

Thelonius Monk Special

Courtesy Phil Vigus

Excerpt from the journal of Thelonius Caine…
I write after the strangest of days, with my time alternating between episodes of pure frustration, and challenging combat with the most hideous, unearthly creatures. Although we may have disturbed the spirits of the long dead, I have no guilt in our actions and feel that they are finally at peace. I still find myself saddened by people’s willingness to believe in the need for such ornate yet pointless structures to house their empty husks, and hope that when their souls moved on to inhabit their next bodies they were able to learn the error of their ways.

The adventuring group that have hired me are a little…..unorthodox, but they appear to be able to get the job done. However, they have yet to fully convince me they are worthy of the reputation that precedes them, and I will continue to watch in case any are scheming against me. I have however been paid handsomely for my efforts and this should go some way to helping improve my equipment, some of which is desperately in need of replacement. If I am to fulfil my destiny then I must strive to be as strong as I can be, and I have heard rumour of the most fantastical magical armour and weaponry, which I am sure one day will be within my reach.

With each day I become more convinced that I have chosen the path I was born to walk. Everywhere I look I see the scheming of vultures, preying on those who cannot or will not defend themselves, and I know that I was sent to help them. Unfortunately, I am sure that my actions are attracting much unwanted attention, and I must be ever vigilant in watching my back.

I hope one day that I will be strong enough to return to the monastery and prove that the accusations made against me were fabrications, dreamt up by those who saw that I was willing to fight back, but I feel I must bide my time and make sure that when I make my move I can drive them away once and for all.

Monday 13 December 2010

Spotlight on the Morgan Sisters

Courtesy of Bjorn



Mort Morgan had a dream: set up a thriving potion workshop in a big city, become rich, pass on the business to his sons. Unfortunately, he was a terrible artificer, so he had to set up shop in Dog Leg (killing the first two goals in one sweep), and his wife died giving birth to a daughter, Bayve, so over his misogynistic impulses he started training her early to take over the family business. When Bayve was about ten, Mort vanished for a couple of weeks while out gathering potion ingredients. When he came back, he had a child. He never explained where the child came from, or even gave her a name, so she was only known as the Foundling Morgan.

Some kids might resent the sudden appearance of a younger sibling, but Bayve could see the big picture: it was somebody else to take over her dad's damn shop. When it became clear that all the supernatural death and corruption that seemed to follow Foundling around also meant she was actually pretty good at magic, Bayve saw her way clear to follow her dream: get the hell out of Dog Leg and never look back.

The obvious path to glory/escape for someone with no real plans was to enlist in a battle against the Pirate Kingdoms. The recruiting sergeant, faced with a puny example of a filthy half-breed race, chose the obvious option and assigned her to a front-line unit with expected 80% casualties. It was during that battle that Bayve figured out how to smash someone's face in telekinetically, and so to everyone's surprise she was a) the most effective soldier in the battle and b) not dead at the end of it. In the eyes of high command, she'd gone from being a freak to being a DOUBLE freak with potential use, so they put her in yet another spearhead unit. This started off a cycle in which Bayve would get attached to a unit, that unit would be wiped out, but Bayve would survive. The only difference between Morgan and a crow, the rank and file muttered, was that Morgan showed up early for the slaughter.

When the war finally ended, Crow needed a new career that involved never having to move back to Dog Leg, so she decided to become a travel writer, and not stop until she'd seen the whole world. Unfortunately, a certain direct mindset, violent tendencies, and a bit of bad luck means her carefully kept notes tend to consist of "Nice trees, weather unpleasant, smashed some bastard's face in for summoning ghouls," which hasn't received great critical appeal. Still, she did a good job of the travelling and becoming a hard bastard.

In contrast to Crow's more free-wheeling approach, Foundling's goal in life has been pretty simple: get overwhelming magical power. She would nod through the days as her father explained how to make a potion of healing using grapefruit juice, and then spend the nights summoning fey spirits and making bargains for power. This was a starting point, but Foundling had quickly realized that the key to power wasn't making bargains to borrow part of someone's magic; you had to steal everything from them instead. To carry out this, she needed money, and hiring herself out as mad wizard to Chops et al was the easiest way to go about it.

Since getting back from the East, Foundling has been locked away in her father's old lab (she kicked him out), doing something to get power not dependent on magic items or infernal favours -- whatever it is, it's led to every house within five hundred yards being abandoned. The first person to see her in person since Foundling got back to Dog Leg was Crow, who having finally used up all her money on her travels, had come to ask her sister for some help. The sisters get on fairly well, being cut out of the same kill-you-if-you're-in-my-way cloth, so Foundling wrote a letter of introduction to Chops, reconsidered, then enchanted it with Magic Mouth.

Focus on Chops

Courtesy of Russell

Chops initially struggled to expand his horizons beyond his Heroic tier goal of owning a gastro pub. However with his new found extra point of INT has been reading books (well magazines) and has come up with a set of Paragon tier life goals. These are:

To sleep with a Drow princess (off camera of course). A proper one with silver hair, not an eladrin in make-up and a wig.
To raise a mercenary army and carve out his own kingdom in the wilderness and be king with a throne, a crown and one of those big fur white fur cloak things. This kingdom will be humans only with a few select demi-humans by invitation only*.
To have his own prestigious brand of designer plate mail for the discerning martial character.


Artwork by Emma Yam (mlynnz)





This is obviously all going to be pretty expensive so as a first step he has decided that he wants to go one better than Cousin Barry and kill a dragon. This is a proper dragon that breathes fire and sleeps on a pile of gold. Not a big monitor lizard or salt water crocodile. He is willing to go into the wilderness or Underdark to find this dragon, just as long as there is adequate provision for cart access to its lair to transport all the cash away afterwards.

He also wants a fifty foot high statue to himself put up in the town square in Dogleg (along with slightly smaller ones of the other surviving party members, and perhaps a tasteful plaque for the ones that died). He’d prefer marble as long as it isn’t too expensive, but he will accept granite or anything that holds a shine and isn’t going to dissolve in the rain. He is not going to let some dodgy stone merchant rip him off with limestone.

As to Fat Harold Chops votes to keep him on. He is an asset to the group dynamic, i.e. Chops enjoys bullying him.


*Presumably the hypothetical Drow princess, some Dwarven artisans (brewers) and an assortment of mixed demi-human slaves.

Sunday 12 December 2010

Character Folio



(Left to Right) Sandals, Drum, Chops, Spanner and Squid
The original Wretched Earth line-up at 1st level

Artwork - Emma Yam (mlynnz)



Talmir “Chops” Deathblow 11th Level Warlord
Chops is the de facto leader of the group for reasons that no one can clearly remember. His heroic exploits can turn the tide of a battle, but he is better known for his bigotry against halflings and gnomes. And elves. And the other lot of elves. And the lizard people.
Known as "Chops" due to his bright white teeth.
"Halflings are disgusting. They live in holes in the ground."



Jenny “Squid” Bryce 11th Level Rogue
Lethal chav with a short temper, poor social skills and an unhealthy appetite for celebrity. Squid is wanted in several states for crimes ranging from mass murder, sedition and desecrating holy artefacts to camel rustling, littering and vagrancy.
Squid gets her name from an incident as a teenager when she was arrested for stealing a calamari salad from M&S in Dog County.


Bayve "Crow" Morgan 11th Level Battlemind
Unusual woman (like her sister) who seems to use a variety of parlour tricks and stage hypnosis to her advantage in battles. Claims it's all to do with the power of the mind.
It is not known why Crow is so-called.


Ancillary Characters/NPCs

Fat Harold
Current NPC Mercenary Sorcerer. Unfit, unhygienic, uncouth and unpopular. But strangely seems to do well in the party.
"It's my glands,"


Foundling Morgan
Ex PC Warlock. Weird dusty woman that could teleport. Scary and enigmatic, but she couldn’t do a lot of damage. Crow’s half-sister.


Drum the Ranger
Ex PC Ranger. Despite being a ranger, couldn’t hit a cow’s arse with a cricket bat. Blamed the arrows, the bow, the weather conditions, solar conditions – everything except his own ineptitude. Currently propping up the bar in Barry’s Place.
"It's these arrows I got conned into buying. They're cheap rubbish."


Jack Triceratops
Former NPC Mercenary Fighter. Tough as nails, and useful to have around. MIA somewhere in the Middle East.


Barry "The Fist" Deathblow
Chops's first cousin, famous adventurer and now restauranteur. Sole survivor of high-level dungeoneering party, although the M-U exists in Barry's Place as a petrified statue.
"Dungeoneering is yesterday's news. Today, it's all about goose liver parfait and a half decent Chilean Rioja, with a good location in Muswell Hill."


Errol Flynn
Former NPC Mercenary Rogue. Swashbuckling type. Good while he lasted, but low level meant that he was always on a hiding to nothing. KIA in the Far East.
"Mon dieu, and me without my sword!"


Lucky
Former NPC Mercenary Seeker. What the hell is a seeker? Wasted a lot of party healing trying to keep him alive. And he had a mullet. KIA in the Far East.
"Oh shit! There's arrows and lightning and claws and junk. People are dying! I thought I was signing up for a LARP group!"


Ned
The original low-level hanger on. First to die. Eaten by a Purple Worm in Rappan Athuk.
"So what level do all the groupies come into it?"


Sandals
Former PC Cleric. Eaten by a Purple Worm in Rappan Athuk.


Spanner
Former PC Wizard. Eaten by a Purple Worm in Rappan Athuk.


Toot
NPC Warlord. Antagonist early in the campaign. Chops’s rival.
"The best way to co-ordinate a combat is by using musical instruments"


Assorted NPC parties encountered:

The Rich Kids
The Drunken Vikings
The Lethal Line-Up
The Smelly Orcs
The Gnome Acrobats

Saturday 11 December 2010

Introducing Special Guest Star

As is her wont, Squid had asked for the day off in the middle of the dungeon without notice, apparently she had to go the her sister, Chelsey Bryce's wedding to longtime boyfriend, Darren (also father of their daughter, Bailey). Put in a difficult situation, Chops had no choice except to get a temp in. Not a hireling like Fat Harold, but an actual full Paragon level locum. At that sort of notice, the only available volunteer was:


Thelonius Monk 11th Level Monk
A spiritual traveller, we don't know much about him yet.

Carrying on from the incident with the evil twins, the party (Chops, Crow, Fat Harold and Thelonius) searched for a while before taking the decision to explore the complex a bit more. Finding another trapdoor, Crow emerged inside a filthy cave. Pulling themselves up, the party found themselves in an unpleasant mini-dungeon containing several crypts. A vicious fight with three tough undead ensued, although the idea that this smaller dungeon was extra-planar had been seeded. A few trips up and down the trapdoor revealed different contents of the mini-dungeon. Another fight with some angelic statues in an unhappy setting, and later the exploration of the same area, but abandoned.

Giving up with the area, the party took an extended rest before having a second go at the casino room. A shocking lack of non-combat ability and street smarts (in the absence of Squid) saw the Psionic Defender, Crow sitting at the table to play the enchanted game tables. As it turned out, there were psychic punishments for not winning, and Crow showed some gaming addiction. After significant pain, the table was defeated but the party decided to beat a hasty retreat to the great outdoors again.

Climbing a cliff appeared to be a task that Chops could apply himself to, although one would have thought that the unarmoured monk might have been a better choice. Falling heavily twice did not deter him, and eventually the climb up the bluff to the top of one of the rope ladders did work out in the end. An Indiana Jones-type map room was accidentally revealed by GM mistake, before the party negotiated one of the rope bridges (Fat Harold being the only one having trouble) and explored the outside of the complex. Identifying several structures that had been explored and a few that hadn't, Chops kicked down the door to an area that he didn't recognise. It turned out to be a tapestry room - and containing yet another device, this time an internal sundial of some type. A bad guess of the correct time by Thelonius resulted in a damaging fight with some Mad Wraiths, and although Chops was reluctant, they tried again and got it right. A secret door opened and allowed access the central chambers of the structure.

Within, the party came up against the most dangerous foes yet - firstly a wave of undead eladrin knights (retaining their Fey Step), followed by a huge bruiser of an undead Firbolg - which rattled the party by effectively being able to nullify the powerful Crow, with the ability to drain Healing Surges and being resistant to forced movement coupled with a strong riposte if it were attempted. Switching tactics, the party pooled firepower against the knights, whilst Crow used basic attacks only on the Firbolg Shell.

The "Ivy Heart" mentioned in the poem at the beginning manifested itself during this battle, as a terrifying plant-form with a gemstone eye. A powerful opponent, it seemed to take exception to Harold's flame powers and several rounds of combat revolved around the Ivy Heart grabbing Harold and attempting a "Soul Drain" before the rest of the party struggled to free him before he met a sticky end. Finally, the Ivy Heart switched tactics and held action to act after Harold. Fortunately, it missed it's big attack, and was destroyed in the climactic round.

The final corridor led to a large pentagonal chamber containing some sort of "Fey Engine" made of precious gems, wood and organic matter. It appeared to be focusing energy for some effect. Chops kicked out one of the supporting staves and destroyed it before the party scrambled round to retrieve any expensive-looking components.

The demise of the Fey Engine freed the Fey creatures from their madness, and the team were able to return home successful for tea and medals, with their reputation as a top level force enhanced.


What next? Well, there were levels for many of the party, but there has been significant ongoing tension with Harold. Chops will no doubt pretend to have a plan for the future.

From the GM side of the table:

Chops:
Had probably his most effective session yet. Soaked a lot of damage, healing is as good as it could reasonably be and the tactical powers were well utilised. Most of all, he's settled into either the MBA or the Opening Shove for at-will. Might be time to switch out the old Stalwart of Wolf Pack Tactics.

Crow:
Very good at keeping the party safe - as long as they can stay together. Suffered only when the Firbolg Shell proved to be a perfect counter, but was generally solid and reliable. Much more control than most defenders should have any right to expect.

Thelonius:
Had a poor start from comically bad die rolling, but recovered well. Good damage, good defences, but did struggle when hit.

Harold:
Has almost made Paragon, but is unhappy about the level of activity he's having to undertake, and the lack of protection being afforded him. As a ranged striker, he's convinced that his role is to stand a long way away and pour fire and lightning on the enemy from absolute safety. Doesn't like the party policies of bunching together close up in tight corridors and small chambers. Also suffering from a urinary tract disorder, with the imminent return of Squid, he's been making noise about taking a sitting down job in a Tech Support call centre for T-Mobile.

Sunday 5 December 2010

Update

Brief Story:

Following the Poison Farm episode, the party returned to Dog Leg and relaxed for some days – which turned to months, due to lack of work. Toot had a “big score” planned and taunted the party about it. The White Tiger had some other travelling groups staying, notably one called “The Gnome Acrobats”. After deteriorating for some time, things picked up when Shaky Graham, the rogue from Barry’s party teleported into the bar as a smoking corpse. Investigating, finding clues and casting rituals, the party determined that he had been sent as an SOS from Barry. A note mentioned that Barry had gone to Rappan Athuk.

Many seemed frightened by the mention of this name, although the gang were largely ignorant of its meaning. Travelling overland to a town known as Frog Bog, far to the south, they picked up some pointers. Rappan Athuk was a legendary dungeon complex rumoured to have a huge temple of Orcus below it, and rumoured to be the most deadly in existence. Almost a tourist attraction for adventurers, Rappan Athuk had an industry built around it – the town of Frog Bog only existed to service delving parties.

Arriving in Frog Bog, the group found one of their former comrades from their hometown, maimed and destitute. He begged them for money for passage home, and explained that Toot had led them down into Rappan Athuk, although many of them were killed just getting to the Dungeon gates. Within a day, they were hopelessly lost, and most of them dead. Two made it out of a rat tunnel and made it back to Frog Bog where they managed to find Barry and his crew. Barry had earlier decided that RA was too dangerous and was only staying in town out of interest.

Barry’s gang headed down into RA as a rescue party, but clearly had run into trouble.

Travelling to RA, Chops & co found the entrance (as described) in a depressed graveyard. On the outskirts, a confrontation with some undead hounds set the scene. Upon entering the graveyard, green/purplish gargoyles animated and attacked. Within, screaming skeletons, dung beasts and other horrors set the scene.

Travelling through old school mega dungeon for some time finally put them on Barry’s trail, until a chamber labelled “Beware Purple Worms” beckoned. A huge sandy cavern set the stage for a fight with some stealthy drow explorers. Unfortunately, the noise of combat attracted the rather larger inhabitants who surfaced. The carnage was terrible and resulted in the loss of two PCs and one NPC. Barry came to the rescue upon a Tenser’s Floating Disc (so as not to alert the Purple Worms) and the party beat a hasty retreat back to the surface.

Returning to Winder as heroes, having braved several levels of Rappan Athuk, Barry used his treasure to buy the White Tiger and converted it into a gastro pub called “Barry’s Place”. Barry was always a great adventurer, but he seemed to be an even better host and quickly became very successful. Chops & Co stayed to help Barry on various quests for a few years.
Much time passed, and Drum lost the appetite for adventuring, as Chops and Squid decided to move on by taking on a mission from Barry to find a legendary Chinese cookbook so that he could expand the repertoire of his restaurant menu. Rumoured to be kept in a monastery in the mountains of the Far East, Chops, Squid, an enigmatic teleporting Warlock known as Foundling, her sister Crow and a host of mercenaries headed east to find it.

Once in the Cathay Region, Chops and the mercenaries made arrangements to find porters and travel into the mountains, Squid and Crow did some sightseeing and were involved in a probate dispute that resulted in the deaths of dozens of villagers and the discovery of a nest of demons and a demonic hydra-like beast in the oriental sewers. Strange, yes. But they did hit paragon tier before Chops.

The foray into the mountains was violent and noisy, after it was revealed that an evil curse had befallen the monastery and turned the monks evil and/or undead. Two NPCs were killed, and it was a bit touch and go with the level of damage output the party could claim. Successfully killing the grandmaster and looting the temple, the party returned home even more famous and settled down for a bit.

Three years passed, during which:

Chops battled over-indulgence problems. Drinking, smoking, eating rich food.

Squid found tabloid fame, married, fell from grace, claimed a divorce by intimidating her spouse, murdered several reporters, and determined that the only way back to positive media image was to take up adventuring again.

Getting back together with Chops, and new hire, Crow – the half-sister of Foundling, the new improved gang set off for pastures new.

*

Undertaking a quest to track down missing caravans, the party encountered maddened fey (and killed them – although they had the alarming habit of re-animating briefly after being slain). A portal to what was presumed to be the Feywild was located, and crossed into.

On the “other side”, things were predictably lush and green, although a large and imposing structure featuring rope bridges and waterfalls seemed to pose a challenge. A long winded riddle\poem greeted them and some animated statues briefly held up progress. A few secret doors later, and the party entered a strange shaped maze of corridors. A few more crazy fey (and subsequent re-animations) later, and the game’s afoot…..

Sunday 25 April 2010

The Wretched Earth Part 4 : Frog Bog

A period of some weeks passed, during which time life at the White Tiger became very comfortable. The other NPC parties in residence had long since moved on, the Drunken Vikings and Rich Kids being supplanted by an objectionable bunch known as "The Lethal Line-up" and an intensely annoying group of travelling minstrels called "The Gnome Acrobats". Fortunately, a new quest was at hand, when one morning, the characters were awoken by a ruckus in the bar.

The smouldering corpse of a thief had materialised in the main salon, and was identifiable as Shaky Graham, one of Cousin Barry's mates. He held a quickly scrawled message requesting the help of Chops. Todd "Spanner" Devon used some impressive ritual magic to review Shaky Graham's last visions. It revealed an vicious underground battle between Barry and his gang, and some unidentified demonic acolytes.

Saturday 10 April 2010

The Wretched Earth Part 3 : Rat Race



The Hyena Death Clan
Artwork by Emma Yam (mlynnz)



Having made a name for themselves in Winder for cleansing Backdrag Keep of the Ratfolk incursion, celebration and a room upgrade were the order of the day back at The White Tiger. Things quietened down for a few weeks as the characters recuperated and carried out a few minor quests.The most noticeable event was that the Bear Killers had taken up residence in the Adventurer's barracks across town. They had also levelled-up and were pretty pleased with themselves generally. A great deal of excitement amongst the Bear Killers seemed to hide a secret. Casual talk with a couple of them revealed only that Toot was on to a "big score" which would guarantee the fame and fortune of "that" side of the Dog Leg graduates. The Bear Killers ran around town buying supplies and practicing spells and battle tactics in the empty fields behind the market.

The White Tiger was a different proposition. Well known for the highest-paid adventurers, it attracted the highest-paying patrons. One morning, with some fanfare, a high ranking Paladin entered the bar seeking the Dog Leg Style (as they had come to be known). Presenting himself as the herald/personal guard of Mother Bedana, the Regional Director of Healing for the Cult of Pel (aka Pelor on other continents) - he invited the DLS to an audience as she had travelled to Winder in person to meet them.

Mother Bedana turned out to be a formidable old crone of some importance. She indicated that she had sought out the party after hearing of their battle with the Ratfolk. Ratfolk were a scurvy and foul menace never encountered in this part of the world. The DLS had become the most expert (and most expendable) means to deal with them. Spreading a terrible disease known as Ratfolk Wasting Fever (or Rat Flu), these sewer denizens were much feared by common folk. In a town known as Hobart, some 20 miles north of Winder - the local Rangers had reported finding corpses that had been killed by Rat Flu. Part of the remit of the Cult of Pel was the fight against disease - and this fell within their sphere of operations. Mother Bedana was assigned the task - her sources indicated that the Ratfolk had moved into the area, and sent one of their Oracles "Mould Maker", and she in turn sought out the party. With promise of money and holy treasures, the party set out to investigate the Rat Flu and dispose of Mould Maker.

Arriving in Hobart, the party meet Simon Ironleaf, of the Ranger service. Drum was actually a classmate of his at Ranger School although he went by his real name of Simon Thornton, and changed it to fit in better with the Rangers. Simon explains the background - several Wretchling corpses were discovered in a clearing a few miles from Hobart, dislaying clear symptoms of RatFlu. Simon takes the party to site, where Drum quickly picks up a trail - the corpses had been dragged from a nearby Wretchling community. Following the tracks is not a problem, and the party soon encounter the Wretchlings, all of whom are infected with RatFlu and even more pathetic than normal. Using a combination of sign language and threats, the party communicate with the Wretchlings, and are able to bribe the village elder with wine in order to learn what has happened. Apparently, the Ratfolk had arrived and taken a few dozen Wretchlings as slaves. The Ratfolk took the slaves to a nearby river where they forced them to work on a Ratfolk Poison Farm, mainly carrying heavy barrels of various concoctions. A few Wretchlings escaped back to their village, but brought the RatFlu with them, which over the next week spread to the population and started to kill them off. Knowing no better, the Wretchlings simply dragged the corpses away from the village - to the clearing.

The party conviced a Wretchling to lead them to the Poison Farm, carried out a quick reconaissance, and duly attacked. Gaining complete surprise, the Dog Leg clan quickly wiped out the Ratfolk, using terrain to their best advantage, and having trouble with only one or two archers. Looking over the wreckage of the battlefiled suggested that there was no poison being stored at the farm - and it was being transported to another location. Following the tracks made by the Wretchling slaves, the party came upon a defended bridge location swarming with Ratfolk, including a leader-type - presumably Mould Maker. Using stealth again, the party attacked from cover, and with some good fortune, trapped Mould Maker amongst some tents and killed him. Following that, the rest were a close run thing, but ultimately killed or routed.

Returning victorious to Winder, the Dog Leg clan were widely hailed as experts in fighting the Ratfolk.

Sunday 4 April 2010

The Wretched Earth Chapter 2 : Down the Drain

The party split soon after the tomb incident. Chops the Warlord led Stinky the Fighter, Drum the Ranger and Sandals the cleric away from the main group (led by Toot). On the road, the new party encountered a travelling pedlar. This pedlar gave some advice to the would-be adventurers, that the small town of Winder, some 4 days travel away was renowned as an hub for mercenaries and sellswords. Drum took it upon himself to replenish his dwindling supply of arrows from the pedlar.

Entering Winder, the Dog Leg gang had their first experience of a truly eclectic town. Demi-humans of all varieties wandered the streets freely, including a number of halflings, who were generally despised and reviled in Dog County as a form of vermin. The party had a small tally of gold (recovered from the Hyena Death Clan), and booked into The White Tiger Inn, easily the most luxurious adventurer's lodgings in town.

After exploring Winder for a week or so, including the party district and the notorious nightclub "Kobolds", a contract was undertaken to "Defeat Evil" at a location known as Backdrag Keep, a fortress some 20 miles to the north. The pay rate was promised to be 400g - a fortune for the starters.

Arrival at Backdrag Keep was a surprise - not least due to the undead guards at the gatehouse. This was eventually explained by the Keep's custodian. Apparently the entire staff and garrison of the Keep had been poisoned and laid low for some weeks now. This had been traced to the water supply, which was a well sunk in one of the towers. Due to this, an emergency security company had been called in - SkelGuard - which guaranteed immunity to poisoning, but was horrendously expensive. Furthermore the source of the poisoning couldn't be determined. The Keep was a recent acquisition and it was known that there was an extensive plumbing/sewage system below, although none had ever explored it. The SkelGuard operatives had been sent down, but proved remarkably ineffective at this type of work.

Chops, Drum, Stinky and Sandals accepted the job of "Defeating Evil" even though this had manifested itself in the form of "Cleaning the Sewers". And made their way through a manhole in one of the towers. After wandering the maze of sewers, they ran headlong into a man-sized rat wielding a spear. There was brief panic, and Drum fired several arrows, none of which were confirmed hits. A chase ended abruptly with a meeting in a chamber with several of the rats, including a huge muscular Rat Ogre and a grenade-wielding rat. A whirlwind type ability of the Rat Ogre knocked the party members prone several times, and resulted in most of the combat taking place sitting or on all fours in the rancid water. Prevailing against these, and several others, the party eventually made its way to the headquarters of the Ratfolk and their formidable bosses. Globes of manufactured poison were recovered from the water supply, and the heroes emerged from the well filthy, but victorious.

Saturday 3 April 2010

The Wretched Earth Chapter 1 : Taken to the Cleaners



Wretchlings
Artwork by Emma Yam (mlynnz)



The tiny state of Dog County was an affiliate of a larger coalition, which went to war with some unspecified Pirate nations. Dog County wasn’t obliged to send troops, but got rich on the back of huge war commerce, making uniforms and rations. The residents of Dog County, and the small farming town of Dog Leg became very rich. Unfortunately, the war ended (although their side won), and all the orders dried up. Dog County was plunged into poverty.

With Dog Leg on a miserable subsistence existence, a group of about 12 of the young men of the town- led by local tough guy, "Barry the Fist" - left town to seek their fame and fortune as adventurers. Nothing was heard of them for many months. A year later, Barry and some of his party returned, driving large carts of livestock, ale and booty for the town. They were given a heroes’ welcome, and several days of partying and revelry ensued. All the boys in town wanted to be Barry and his gang, all the girls wanted to be their groupies. After the excitement died down, they left to take on another quest.

The excitement and glamour of the returning heroes was too much for the remaining youngsters of Dog Leg. A collection of former magical, clerical and fighter students (pulled out of school and university when the money dried up) got together determined to follow in their elders’ footsteps, led by Barry’s cousin – Chops, and the leader of the town band, Toot.

None of the would-be adventurers had ever been involved in real fighting before, or undertaken any kind of adventure. The first few days were filled with hope and excitement, with Toot the warlord egging the group on with talk of tactics and plans. Indeed, Toot and Chops emerged as the two charismatic leaders of the 30 or so strong group.

After walking for three or four days through familiar lands, spirits were high, even though one or two souls turned round and headed home. After a week, when all the rations ran out, a few more left – disillusioned with the realities of life as adventurers. After a few more days, things became desperate. The lands were still relatively civilised, and a lack of foraging (and the skills to do so) became apparent. The group took to stealing barsnacks from pubs, but feeding 24 people on pork scratchings and slices of lemon is something of a feat.

One evening, after sharing a cold meal of maraschino cherries and the very last KitKat, spirits were low. The group huddled around a campfire and set up a guard rota. It was Drum the ranger that saw the intruder on the edge of the camp. A small stealthy humanoid – almost certainly armed, and no doubt with murderous intent. Shouting out a warning to rouse his fellows, Drum fired his first ever real hostile arrow – and missed by several hundred yards. Pandemonium ensued in the camp as two dozen adventurers scrambled around for weapons. Toot sounded the call-to-arms on his trumpet and the battle was joined. The humanoid rushed away through the undergrowth, but Drum’s second arrow was true, striking the creature cleanly. It tried to escape across a stream, but was cornered by several of the party who hacked and smashed it to pieces with weapons, cauldrons, cutlery and rocks. The party looked down at the remains of the creature. It seemed to be armed with a small stick and clothed only in a loincloth, and resembled Gollum – only less well presented. As the campfire crackled away behind them, the party took the only logical step – and proceeded to cook and eat the creature.

The following morning, with a good meal inside them, and a light continental breakfast of Bombay Mix and lime cordial, the party sent Drum the ranger to search for tracks. This proved relatively easy as the creature was clearly not well-versed in the ways of the woodlands, and had left large and obvious tracks. A smaller group of six, led by Chops followed this path, whilst Toot and the remainder guarded the main camp. The trail led the adventurers to a large clearing a mile away through the forest. In the centre of this clearing stood a stone mausoleum.

Chops took it upon himself to jog a circuit around the building, and as he did so found two more of the wretched humanoids at the rear of the building carrying out menial washing and cleaning duties. Chops completed his jog and gathered the rest of the party for an assault. Defending themselves by throwing bricks and plates, the humanoids were quickly overwhelmed by the party's firepower.

Giddy with success, the group descended into the mausoleum. Inside, they were confronted by the bosses of the wretchlings - a trio of brutal beastmen from the "Hyena Death Clan" who were a lot tougher than their slaves. A violent and lethal struggle ensued, with both sides close to death, but the Dog Leg posse prevailed, and emerged as blooded adventurers.

Meanwhile, back at the camp, Toot and his band had encountered a large woodland bear. A melee had ensued, resulting in the annihilation of the bear, although there were some injuries to Toot's mob. These pivotal events eventually became a schism in the Dog Leg party, the Tomb Robbers obviously having faced the greater challenge, but having to co-exist with the Bear Killers who were certain of their equal warrior status.

IOS Case 3 : The Glenridge Chiropractor

The Glenridge Chiropractor
Massi, Curran and Polkow travel to Glenridge, NY to investigate a serial killer in a small suburban town. Grisly murders all seem to link to a teenager – Thomas Dengler. They suspect that he is either transforming into a supernatural predator, or at least summoning one. An encounter with a huge winged monster confirms their suspicions, but a government conspiracy is suspected when the FBI show up to hamper the investigation. Finally, an ancient South American artefact is found and destroyed, and the blame is laid on an infamous serial killer who seems to have mysteriously escaped custody.

Illegal Organisations Squad : Snakemen in Tribeca

SESSION 1:

Year 2009 : Events involve the "Illegal Organisations Squad" of the New York Police Department. A unit that formerly investigated cults and religious extremism; following 9/11 virtually all responsibility for "real" religious extremism was handed over to Homeland Security, leaving the IOS with various loons, UFO cults and the like. On a very small budget the unit is under constant threat of closure, but fortunately the nature of the work involves a fair few high profile rescues of kidnap victims from strange sects, and this is enough to stave off closure. The unit has 4 pairs of detectives, the players - Nigel and Nick play one of these pairs, Det. Vincent Massi and Det. Charlie Curran.

The investigation started on a Summer evening with the detectives in a high speed chase through Greenwich Village in pursuit of a suspect in the disappearance of women thought to have joined a cult. The suspect was a sometime "Music Producer" and was thought to pick girls up at clubs and induct them into an unknown religious cult. He saw the detectives, got into a car and fled. This is where play started.

The suspect's car ran into traffic, and he alighted and ran across an intersection into traffic. The players stopped short and one jumped out to follow. The other edged forward slowly across the traffic. Suspect was seen to run into an alleyway into the goods entrance of a shop. Curran fumbled a locksmith roll and broke a lockpick in the door. Ironically, this had the effect of sealing the door from the outside, so they went round the block to identify the front entrance....which predictably turned out to be a bookshop.

As they entered, calling police warnings, a gun was heard being loaded. Massi charged across the shop and over a counter and was confronted with the bookstore clerk holding a handgun. The clerk fired first, hitting Massi, but thanks to a Kevlar vest, minimal damage was taken. Massi fired and missed. Curran started firing through a bookcase, but this was completely ineffective. The clerk turned and ran, Massi hit him with his handgun and grappled with him. For some reason, Curran then tried to push a bookcase onto the both of them, which also failed. The clerk rolled 04 for grappling and escaped. Curran panicked and fired, hitting the clerk in the back, killing him. The dust settled and stories were invented. A search of the store revealed a basement with some occult paraphernalia and some property of the missing women. A hole in the basement wall led to the boiler room of an adjoining property where it appears the original suspect escaped. Crime Scene Unit and the Mortuary were called to clean up.

Detective work revealed the owner of the bookstore owned a van for the shop and a flat in Queens. This flat was searched, found empty, but evidence of a warehouse also in Queens where the bulk of the books were stored. This warehouse was located, and the van was spotted outside. Entering cautiously, the detectives were eventually confronted by what appeared to be human sized lizards (SAN checks abounded). One lizard used a breath weapon on the characters, resulting in a lot of damage. A vicious firefight ensued ending in the death of the lizards, which upon closer inspection a few minutes later appeared to have reverted to the original forms of the bookstore owner and Music producer. More SAN checks and a lot of excuses had to be made up before the Crime Scene Unit arrived. The warehouse also revealed a killing room containing the desiccated corpses of 11 women (including the two originals) and a curious snake-like piece of jewellery. A lot of handshakes all around from the Squad commander for clearing 11 homicides.

Curiously, the Squad commander took them aside after a few days sickleave, commenting on what they had seen. They were then bizarrely sent on detachment to assist as "consultants" in a multiple homicide case in Arizona. Even more bizarrely, the local FBI was completely ok with it. The squad commander seems to have his hand in a lot of pies.

The multiple homicide case sees the characters largely taking a spectators role as some strange events take place. It seems their boss and someone in the FBI had heard about what they had seen in Queens and wanted them there to see something going on in Arizona.

Arriving in Phoenix, the detectives found themselves in the middle of a major investigation, a quiet stretch of highway through an Indian reservation had seen a series of disappearances and abandoned vehicles – especially belonging to tourists. A local farming family had also disappeared. Following some early investigations, Massi received an envelope under the door of his motel room containing several clippings relating to murders occurring in a linear pattern originating in West Virginia, and a report of a meteor shower in Tecumseh County, WV.

During helicopter observation, Curran spotted a metallic object in the desert which turned out to be a partially excavated car. Inside was the corpse of a missing Houston police detective, Ken Braverman – wanted in Houston in connection with the disappearances of several prostitutes and the murder of his family.

Proceedings were interrupted by the report of a siege at a nearby spiritual site – a cave where three tribal elders had been taken hostage. The State Troopers’ SWAT team stormed the cave, and found only skeletonised remains of the elders. Fingerprint analysis later matched to a Emanuel Santana, an Army Special Forces deserter from the early 70s. He had been known to be living in the area as a hermit, but the tribal sheriff was unaware of his past.

Early the next morning, an emergency report came in of an attack at a tribal police station. It had been reported that three on-duty tribal deputies had been murdered.
SESSION 2:

Curran and Massi are joined in Arizona by the newest member of IOS, Det. Daniel Pulkow. Pulkow was involved in the clean-up after the “lizardman” incident and was witness to some of the very unusual scenes found afterwards. Lt. White sends Pulkow to help out given what he saw in Queens.

There is chaos in around the Deputy station in the wake of the attack. Tribal and State police are everywhere conducting roadblocks and door-to-door enquiries as well as mobilising as many people as possible. The media are starting to arrive in force. With incredible vision, the first action of Det. Pulkow is to notice the CCTV system of a mini-market across from the station. Examination reveals footage of Santana entering and leaving the Deputy station.

Examination of the Deputy station revealed that something had been removed from the cell. As the station had no evidence locker, it was said that it was commonplace to keep evidence in the cell. Major Garrett mentioned seeing a “basketball” in the cave during the siege. They were unsure if it was part of the tribal Elder’s effects (and possibly a religious artefact) so it was given to the Deputies to guard on the reservation.

Returning to the cave, a possible, but unlikely escape route – a smoke flue at the back of the cave was identified, and it was postulated that while a man could possibly escape there, to do so carrying the basketball would be much more difficult, as such Santana had left it behind when he escaped, then returned for it.


More evidence was collected pointing to a continuous westward trail of destruction from West Virginia to Arizona. Re-interviewing Joe Rope at the Begay Ranch, and examination of the ranch found several recently-excavated graves of sheep stolen from the Begays. Apparently Victor Begay suspected rustlers and had taken to staking out the outer reaches of his ranch before he disappeared.

Hiring a vet to examine the sheep remains threw up evidence of stabbing or piercing action on the bones. Tying this into the blood-draining, created images of a huge mosquito type creature.

The detectives travelled to Phoenix to see the autopsy results on the deputies, Ken Braverman and tribal elders. The ME, Dr. Jorge Gutierrez stated evidence of piercing and stabbing motion on the bones, and total blood drain on Braverman.

Leaving Phoenix, a radioed report of a sighting of Santana heading toward the city limits. A State Trooper set up a roadblock to intercept. The large manhunt force was heading westward to catch up with him, as the detectives sped eastward toward the roadblock. En route, the saw a State Trooper vehicle pass them speeding toward Phoenix. They turned and pursued it, seeing by chance pull into a drive-thru burger restaurant. Securing the scene, several shots were fired toward them, including one rifle round hitting Massi in the back, fortunately absorbed by his vest.
Following sporadic gunfire, the state troopers surrounded the restaurant, and when Santana made a break out the rear exit, he was hit repeatedly by fire. Staggering down the drive-thru lane, he was fired on by the detectives. A glancing shot at range from Massi’s shotgun was followed by a solid hit by Pulkow. Santana went down and was declared dead.

Later in the night, having received medical treatment, the group returned to Phoenix to observe the autopsy of Santana, expecting to find evidence of several cannibalistic murders in his digestive tract. However, they were faced with a grisly scene through the Perspex observation window into the autopsy room. Dr. Gutierrez had apparently been incapacitated by the badly damaged corpse of Santana which was in the process of transferring some kind of parasite or organism into Gutierrez’s body. No cellular reception was available for calling help. Curran ran outside to call for help and get body armour. Pulkow fired into the glass, whilst Massi kicked the glazed unit through. No reaction was observed from the occupants, and the detectives started firing on the “worm”. Pulkow missed, but Massi scored a very good direct hit, cutting the organism in two. This was placed into a tub and secreted. Excuses were made, and some ideas bandied about that Santana was “not quite dead” and had attacked and killed the ME.

Massi received a phone call from someone calling herself “Ms. Green” and stated that she had passed the envelope containing the clippings. She asked to meet at the Phoenix museum of firefighting the next day. At this meeting, Ms. Green and an associate took custody of the corpse of the worm and of the basketball. Ms. Green invited the detectives to join their covert organisation, Delta Green and promised the opportunity to learn untold secrets and potential help in escaping difficult legal situations. After accepting, they were told about the “Green Boxes” and given the code to one in Greenwich Village.

Recuperating, they took the opportunity to go on some departmental training. Massi took on a course in Departmental Administration. Curran took a course in Forensic Accountancy, and Pulkow a course on basic crime scene procedure – although he apparently learned very little.

These were the first sessions of the DG Campaign, the "Snakemen in Tribeca" was custom-built, and the second part is "Puppet Shows & Shadowplays" from the Delta Green Sourcebook. IOS is peculiar to this campaign, as is the Continuous Professional Development at the end of the scenarios.

Sunday 31 January 2010

Background

This blog is for logging the games played on Sundays. Our group consists of:

Gary
Nick
Russell
Nigel
Dave

This group started in early 2009 as a last hurrah for RPGs played by Gary, Nick and Nigel two decades ago at school. At the time, 1e D&D and Call of Cthulhu were played mainly, and the bulk of the refereeing was done by Gary.

The group managed to get together to play on Sundays approximately monthly - due to low numbers, 1e D&D wasn't really a starter, so a Delta Green CoC campaign began.

Later, Russell joined the group and joined the DG. Around this time, Nick had to take a leave of absence, although we hope he can return one day. Later on, Dave joined the DG as well.

Concurrent to the DG, to allow the campaigns to develop (DG material being fairly sparse), a 4e D&D campaign began. Everyone was new to the system, with Russell having marginally the most experience.

I will retrospectively fill in the details of the DG and early 4e - but we'll start with the current affairs....





* As of Dec 2010, the line up is as follows:

Gary (DM)

Russell
Dave
Bjorn

and introducing Phil