Wednesday, February 8, 2012

The Initiates of the Acerbic Crystal

The Initiates of the Acerbic Crystal is a secret cult populated entirely by nobles which worships alien cthuloid entities and the principle of Chaos. Members wear translucent, dark brown crystals that are bitter to the tongue, and wear richly decorated tunics made with fine fabric for their meetings (and the rest of the time, too, for that matter). They will not shake hands with any non-Initiates, as it would pollute them and make them ineligible to attend the next meeting of the Initiates. Generally spoiled, unused to rigorous exertion and inept in combat, Initiates do have one advantage in a fight: pyrokinesis, the ability to start, put out and command fires through mental effort.

The Initiates meet underground monthly for services which include a homily, ritual dancing and group meditation for the alignment of purpose. During meditation and dancing, members strip to finely scented loincloths. Each month, one initiate is chosen (randomly, it is made to seem) to sacrifice his or her crystal to the cthuloid Scaled Tree which they worship. The sacrifice is accomplished by dropping the crystal into the pool in which the Scaled Tree sits, where the crystal dissolves. This initiate must then perform a quest assigned by the cult leadership; upon completion, the initiate is awarded a new crystal.

Every ten years, in the dead of winter, on a moonless night, a high ceremony is performed in an ancient stone circle. This ceremony involves a homily, meditation and extended ritual dancing, but involves an evocation instead of a sacrifice. The leader of the cult summons a cthuloid entity by means of a vile and murderous ritual made possible by the connections and resources of the noble cultists; it is rare for the same ritual to be used more than once or the same entity to be called up in more than one ceremony. The entity will then be sent to wreak some devastation which will not be equalled in the popular mind until the ceremony is repeated in another decade.

The Scaled Tree's stats are as follows, but it should be noted that the Scaled Tree will not reveal its motile capabilities unless credibly threatened; otherwise it will remain still, not even defending itself against ineffectual attacks.

Scaled Tree
Hit Dice: 3
Armor Class: 4 [15]
Attacks: 4 branch swipes (1d6 dmg)
Saving Throw: 14
Special: Immune to normal weapons
Move: 12/6 ground/fly (4/2 in metric)
Alignment: Neutral (ironically enough, seeing as this cult worships Chaos)
CL/XP: 5/240

This black, scaled, tree-like thing has no eyes nor any mouth. How it perceives the world around it is unclear; it has roots which absorb nutrients from the pool it sits in. The tree emits a constant, very low murmur which can only be heard if all else is silent. This murmuring is interpreted by the cult leader and is claimed to be the instructions concerning the quests of the cultists who sacrifice their crystals.

The cult is all that remains of the previous dynasty, overthrown a thousand years ago at the height of its decadence and self-inflicted weakness; it still ostensibly has the goal of overthrowing the current dynasty. Over 500 years ago, however, the cult was infiltrated and co-opted by those loyal to the reigning power. The current leader of the the cultists is an 18th level Magic-User loyal to the sovereign of the land. The cult is used primarily to divert the energies of those nobles disloyal to the king. The quests given to cultists usually are meaningless diversions, genuinely helpful to the people of the realm or are secretly for the benefit of the crown, though in the months before the decennial ceremony the quests usually involve acquiring the components for the rituals. The cult leader despises the noble cultists but relishes the free time leading the cult provides him, as he continues his studies in magic, especially concerning rituals to control cthuloid entities.

And now a word from our sponsors:

  • The name of the Initiates of the Acerbic Crystal was generated with the first part of the excellent Arcane Order Generator.
  • The cult itself was partly generated with an awesome two-page PDF by Nicolo Maioli called Unspeakable Cults and Secret Societies. I'm not sure if it's available anywhere, though it should be. Nicolo runs the Tower of Zordaz and The Yaqqothl Grimoire.
  • The second part of the meat of the cult was provided by the excellent Mark II Weird Cult Generator, written by Brendan.
  • Carcosa's Spawn of Shub-Niggurath tables provided the Scaled Tree.

Tuesday, February 7, 2012

ACKS Proficiencies

… are really cool and they deserve more attention and praise. They're not exactly skills, and they can work easily in a system with no skills or a stripped-down skill system like I use. Some tweaking would probably be needed if it was used in a system with an extensive, complex skill system like what is used in Type III, as there would be overlap.

My three favorite things about ACKS proficiencies are:
  • These are really easy to understand due to brevity and limited choices. The explanations of all proficiencies takes up less than eight pages, and, in actual use, no player would have to read all of that, since every character class has access to only a fraction of the proficiencies. This trimming down of choice means that 1) choices become meaningful again and 2) a newbie can easily use the system without feeling that they are missing something or at a disadvantage to veterans of the system who are familiar with the esoteric ins and outs of the system (what some gamers call "system mastery").
  • The number of proficiencies a character can "take" is also very limited. At maximum, a 1st level character can have six proficiencies, and most characters (those without above-average Intelligence scores) will only have three; on top of that, one of those proficiencies is automatically Adventuring, which is just ACKS' way of formalizing the assumption that every Old School game I've ever heard of already has: the PCs are competent in the basics of adventuring. At the pinacle of a PC's career, the maximum number of proficiencies a PC could have is 13, and that's in the unlikely case that the PC is a Fighter, Assassin, Dwarf, Elf or Explorer with 18 INT.
  • The proficiencies don't require a "build" mentality. They don't need to be carefully chosen to interact with each other for maximal benefit; in fact, most of them can't, and when they can, it's spelled out for you. They all have both concrete, in-game explanations and mechanical consequences. A player who wants to build characters and a player who is just interested in the narrative growth of their character should both be equally comfortable using these.
I'll try to write more on this at a later date; I'm rushed for time right now, but this needed to be said, I think.

Sunday, February 5, 2012

Gaming Survey

So, I was on Mike Monaco's site today and saw that JB of B/X Blackrazor is doing a survey for gamers. It's 125 questions long and took me about 20 minutes. JB is hoping for hundreds of responses; I'd like to see him get them because I'm interested in the opinions among hundreds of gamers.

If you are interested in the survey, go here and download the Excel file, fill it out, save it and send it to gamingsurveyresults AT gmail.com. That address is conveniently linked to at the end of the survey.

Looted Libraries

The PCs spent most of their time in the Mews of Methas yesterday poring through a library, searching for useful books. They found quite a few books that could be useful to them, but elected to take only those below. They were generally uninterested in learning things like cosmetology.

Below are the PCs' haul of books, plus two more to round out the list; hopefully you'll find them useful in your own game. Roll 1d4-1 and 1d10 to randomly select one:
  1. Commentary on The Court of the Omniscient Illusion, sacred text of the Initiates of the Acerbic Crystal, an apparently evil cult none of you have ever heard of. A month's careful, devoted study, along with the text itself, gives a character knowledge of the Initiates' jargon so that, if the jargon is used in an encounter with the Initiates, a +2 is granted to the reaction roll.
  2. Darm's Guide to Hard Liquor. If using this book as a reference, 75% chance to identify and appraise the value of any distilled alcoholic beverage.
  3. Manual of Maladies, Murmurs and Measles. If used as a reference, 25% chance to identify a disease and, once identified, 25% chance to identify and acquire cure.
  4. Tasty Brains, cultural anthropology text on Mind Eaters. Using book as a reference will allow character's player to ask 7 questions about Mind Eaters.
  5. The Transmogrifakticon, magical text on Transmutation magic. Contains spell Massmorph.
  6. Benevolent Edicts of Tworma, book on ethics which seems to advocate execution as the only moral response to societal discord. Vigorous study for a month will give a character 10 point advantage in securing a desired outcome in a court that uses the Edicts as law.
  7. Map of local area. Very old, and so out of date.
  8. The Book of the Hadeharians of the United Faculty, an Alchemical text worth 62 silver towards a library. (Libraries worth over 1000 sp halve research and transcribing times.)
  9. Enchantments for the Common Man, adds three pips to Ancient Lore skill when used as a reference by non-Magic User to identify a magic effect.
  10. Foriglorn's Condescension to Mortals, adds three pips to Ancient Lore skill when used as a reference by non-Magic Users to identify Nature Magic (Druid spells) effects.
  11. The Soldier's Medical Manual, if used as a reference, allows character's player to ask 10 questions about ways to cure diseases with herbs and potions.
  12. Lead to Gold: An Introduction, if used as as reference, allows character's player to ask 7 questions about alchemical effects encountered.
  13. Wizards: Nasty People Who Steal Your Brain, adds three pips to Ancient Lore skill when used as a reference by non-Magic User to identify an enchantment effect.
  14. The Chirurgeon-Soldier, a month's careful, devoted study allows 2 extra attempts to stabilize a critically wounded creature before they die.
  15. Tzu-Zun's Pacificator, if used as a reference before a battle, 20% chance to predict a portion of the enemy's strategy; if that is successful, 5% chance to predict most of enemy's strategy.
  16. Gwarba's Opus, adds three pips to Ancient Lore skill when used as a reference by non-Magic User to identify an Illusion effect.
  17. Plussing and Minussing, if used as a reference, allows 25% chance to be able to do own accounting.
  18. Chills and Shivers: Nasty Things Wizards Do Two, adds three pips to Ancient Lore skill when used as a reference by non-Magic User to identify a cold or poison magic effect.
  19. Quarg's Rules, allows +10 towards obtaining desired outcome of court case in a Troll court that uses the Rules, if used as a reference.
  20. Sparkles and Burns: Distractions of Vile Wizards, if used as a reference, allows reader to treat magical burns as if they were mundane burns for the purposes of healing.
  21. Engines of War, diagrams reduce cost of building 5 types of siege engines by 10%.
  22. MAGIC!!, if used as a reference, allows character's player to ask 8 questions about alchemical creations or effects. Surprisingly helpful.
  23. Nasty Places and How Wizards Send You There, if used as a reference when examining a magical gate, allows character 50% chance to know whether the destination will be generally benevolent, malign or neutral towards them.
  24. Boogah-Boogah-Boogah!, a month's careful, devoted study will give a character a second chance to save against magical fear and confusion effects.
  25. The Attendants of Bwerm, a month's careful, devoted study will give a character a chance equal to 10% times character level to increase their Wisdom score by one.
  26. Woody Flora, if used as a reference, allows character's player to ask 8 questions about trees and wood.
  27. The Annotated Book of Greshcanth the Obstructor, a month's careful, devoted study gives a character a 25% chance to correctly provide all passwords demanded in an encounter with a cultist of Greshcanth.
  28. The Healing Art, if used as a reference, allows character's player to ask 10 questions about ways to cure diseases with herbs and potions.
  29. Keepin' Power!, if used as a reference, allows character's player to ask 3 questions about goblin political workings and psychology.
  30. The Court of the Omniscient Illusion, sacred text of the Initiates of the Acerbic Crystal. Useless without commentary.
  31. Maps of a city none of you recognize called "Thelak-Nu"
  32. Flame and Siege, teaches the building of siege engines which are able to fire flaming projectiles for an extra 10% of the cost.
  33. Sizzlin' Serfs!, contains Fireball spell
  34. The Cohorts of the Cogent King, sacred text of Dwarves
  35. Giving Voices, contains Magic Mouth Spell
  36. Flowers, text worth 42 sp towards your library.
  37. Vile and Terrible Beasts, if used as a reference, allows character's player to ask 6 questions about creatures of unnatural origin.
  38. The Ways of the Fair Folk, a month's careful, devoted study will give a character a +5 on reaction rolls by elves.
  39. Selected Theatre of the Lizard-Men, an anthology of some of the very best Lizard-Man plays; a month's careful, devoted study will give a character a +5 on a reaction roll when conversing with educated Lizard-Men.
  40. Rough Eatin', if used as a reference, gives a character a 25% chance to find food in environments where no obviously edible animals or plants exist.

Friday, February 3, 2012

Paperwork…

My players didn't do a whole lot this session; we even ended early because one of my players is sick and the other was fading. The players found a library, which they looted about 40 books from (using the library tables from Vornheim) and then were ambushed by dopplegangers, which they defeated disappointingly quickly. While the characters themselves didn't do a lot, I've got a lot to do before our next session:
  • Start mapping the second level of my dungeon; they found a stairway down to it today.
  • Map another section of the first level that they explored close to today.
  • Define the mechanical benefits that the books they looted can give.
  • Determine Thoth Razylym's response to her assassins' deaths. I've already determined that she's sending an intelligent 6 HD creature after the party; she may make things even more difficult for the party too.
  • Roll up another dragon, since the party was noticed by another dragon for killing the dopplegangers.
  • Figure out building cost rules; the players want to build a house where they can keep their books and their Magic-Users can do experiments and research. This may be my first chance to incorporate ACKS into my game.
  • At least start mapping the area around the dungeon, as they discovered a local map in the library.
  • [Edit] Also, I need to come up with two evil cults and a few gods, as many sacred texts and commentaries were discovered in the library.
  • [Edit] Also, I need to finish working on fleshing out Thoth Razylym. This doesn't have to be finished before next session, though, as my players don't even suspect that anyone powerful has taken notice of them.
Well, looks to be a busy game of game prep; better get crackin'!

Monday, January 30, 2012

Free Edition of Kobold Quarterly

A free PDF edition of Kobold Quarterly is available until February 14. Details here.

Kobold Quarterly is hardly an Old School zine (though this issue has an article for Dragon Age, and so did the one before it, and they promise one or two specifically Old School relevant articles in the next issue), but, having scanned through the PDF, I've immediately seen multiple articles on treasure, codes of honor, moral dilemmas and one on character design (both NPC and PC) by Ed Greenwood that I think will be useful in my game. There might be other useful articles, but I've only given it a quick skimming.

Thoth Razylym: First Dragon in my Setting

So, now that the party in my Skype campaign has had a dragon take notice of them (and send two dopplegangers to try to kill them next session), I need to create a dragon which is doing all of this. I used three resources to create this dragon, plus Swords & Wizardry Core for the final format in which I write up my dragon.

First off, I used this Random Female Dragon Name Generator until I found a name I liked: Thoth Razylym, which I'm deciding, from the options, means "Worm Steel." This is also what helped me decide to have this dragon be female.

Secondly, I used Matt Finch's excellent Tome of Adventure Design to figure out a few things about this dragon:
  • There is some kind of parasite/symbiote/other life form always attached to Thoth's body. I've decided that this will be a Firx, which I'll address in a later post. This is the Dying Earth connection that got me thinking about the topic of my last post.
  • Thoth has some kind of illusion special ability. I decided that her spells will come from the Illusionist spell list instead of the Magic-User Spell list. This also inspired me to decide that the assassins she sends after the party will be dopplegangers. I'll generally try to have her minions be creatures and people that use illusion. Also, though every dragon in my setting can transform into human-ish form, Thoth can transform into many, many forms.
  • Her breath weapon is a large cloud that even envelopes her; the cloud causes those who breathe it to dance uncontrollably.
  • Her obsession is to collect something. This caused me to reject more detailed rolls in the next resource until they came up with something compatible.
Lastly, I used the extensive Unexpurgated Dragon Generator, probably the best way to create a unique dragon that I've seen to date. From it I learned that:
  • Thoth is Neutral Evil
  • Thoth has some kind of "madness"
  • She's young, with 2 hit points per hit die
  • She's large, about 4 meters long
  • Her AC is 21
  • She has 11 Hit die
  • She moves with BMR 3/8 when on ground/flying
  • She has three attacks per round, which do 1d4, 1d6 and 1d10 damage.
  • She has claws of sharpness that sever limbs when they hit on a natural 20
  • She's amphibian
  • Her body type is serpentine- no legs, no wings. This seems to clash with the flying and claws of sharpness. I'm ruling that she can fly without wings by flattening her body (similar to a flying snake), having fins along her sides and because of natural dragon buoyancy and that she's got some sort of sharp claw-like thing on her tail.
  • She's white and brown. I decided that she'll be striped, much like many real-life snakes.
  • She has a 40% chance to be in her lair and a 5% chance to be asleep.
  • She collects maidens and may or may not eat them. I've decided that she doesn't eat them- at least not right away- because that's more interesting, that's more consistent with "collecting" and I can see Thoth having the maidens dance for her with her breath weapon.
I didn't roll on some of the tables, such as about Thoth's intelligence and her ability to use magic, as I'd already decided that all dragons in my setting are super-humanly intelligent and can use magic.

I also needed to find a "madness" for Thoth. The DMG doesn't come out until April, so I can't use the insanity tables I believe are in it, and the OSRIC table only contains very debilitating insanities I don't want to use for a foe as formidable as I want Thoth to be.

Fortunately, I own a copy of Dragontree Press' Handbook of Traps and Tricks, which has more extensive insanity tables. Many of these options are also severe, but that can be remedied by choosing an insanity instead of rolling for one, as many other options are not so bad. Looking through the phobia/philia sub-table, I noticed the entry "paladins." Maybe Thoth has an unhealthy fascination with paladins? Perhaps she's collecting maidens so that a paladin will try to rescue one of them and she will be able to meet, and, hopefully, detain and get to know, him? That sounds very interesting to me and is a nice twist to Thoth. She'll lop the limbs off of a knight or cleric without a second thought, but somehow a paladin grabs her fascination.

The last thing I need to figure out is Thoth's spells. Dragons in my setting all use magic, and I've already decided that Thoth uses Illusionist instead of standard Magic-User spells, but which spells will she have? Upon some research, Illusionists are seeming somewhat complicated (for someone like me who is only used to Swords & Wizardry), what with only seven spell levels and choices to make about spell slot progressions. I'm going to leave off on Thoth's spells for now, saving them for another post.

Finally, here's a Swords & Wizardry compatible write-up, with some added notes so I can use it quickly with my house-rules:

Thoth Razylym, Dragon
Hit Dice: 11
Hit Points: 22
Armor Class: -2 [21]
Attacks: 1 Fin Swipe (1d4), 1 Bite (1d6), 1 Tail-Claw (1d10)
Saving Throw: 4
Special: Breathes Cloud of Dancing (surrounds Thoth to radius of 30 meters, distributes 22 points of damage among victims, save or dance, check save every round), Tail-Claw of Sharpness (severs limb on natural 20 to-hit roll)
Move: 9/24 (flying) (3/8 with my movement system)
Alignment: Chaos (Chaotic Neutral)
Challenge Level/XP: 12 (22/4=5.5, round up to 6, +1 to finish dragon calculation, +1 for irresistible dance facet of breath weapon, +3 for multiple spells 5th level and higher)/2000

Sunday, January 29, 2012

How do you pronounce Cugel?

Creating a dragon has, interestingly, brought me back to Vance's first novel about Cugel, The Eyes of the Overworld. I'm working on two longer posts about that now, but in the meantime, this has bothered me for a while.

Do you pronounce the "g" in Cugel as a j or a gh? Surely the "u" is pronounced "oo" instead of "uh"?

How do you pronounce "Cugel," and did Vance ever weigh in on this?

Saturday, January 28, 2012

… and Sometimes They Go Really Well!

Last night I enjoyed myself greatly running a session of my Skype campaign; it was the kind of game that makes this kind worth playing.

We started slowly, and two hours late (we ended up playing two hours later than planned as well). The party consisted of:

Gunt Vor, Dwarf Warrior (Level 3, I think)
Velmont Pirok, Dwarf Warrior (Level 1, I think)
Sorvana, Magic-User (Level 3)
Firgon, Warrior (Level 1)
Shavasta, Scoundrel (Level 3, I think)

The party went back to an area of the dungeon with irregularly cut, cyclopean stonework where they had discovered two ray guns on a previous expedition. They found their way into a large throne room with rows of statues down both sides and a yellow skeleton on the throne, pointing to the floor in front of it (thank you, Dungeon Alphabet).

Examining the floor, the players found a loose stone and were able to lift it out of the floor with a crowbar and some effort. The stone had been covering a lever, which the players promptly pulled. Blue lights came on near the tops of all the walls… and the 18 statues in the room animated and attacked the party!

This is a combat that I had been concerned about the party encountering when I first laid it out, but I had decided that, first of all, the players had to activate the encounter themselves and that I would stand by the Old School dogma of allowing "unbalanced" encounters that the party should run away from, as heavy-handed as it felt. I did decide that the batteries for these statues wer low so that they would attack every other round, but it turns out that I needn't have worried.

First off, both Gunt and Velmont took advantage of the "Unstoppable" house rule we use, which is fairly common in the OSR. It states that if a Warrior/Fighter kills an enemy in melee then that warrior gets an extra attack that round. Gunt and Velmont both dropped multiple statues in a few rounds.

Secondly, though, I hadn't taken into consideration the unpredictable effects of using Arduin's Class-based Special Ability charts during character generation. Velmont's player had rolled a 77 or 78, the result of which reads: "Roll d6 - Add this number as a bonus with any one weapon type." Velmont's player had proceeded to roll a 6 on his d6 roll and added it to any time he uses axes. This bonus (to both to-hit and damage rolls, I ruled), along with the Unstoppable class ability, meant that most of the statues fell to Velmont's axes.

One of the most fun things I've learned from another member of the OSR is to ask "please describe the [thing your character just killed]'s horrible death." (I learned this from Tavis Allison at SoCal Minicon.) Velmont's player actually started declining to answer the question with more than one word; I asked him if he was sure he didn't want to describe Velmont rocking out in combat, but, once again, I needn't have worried about him losing his spotlight. After it had been established that there were only a few statues left, Velmont started singing "We will Rock You" as he smashed the last of the statues to bits. As the last statue crumbled at his feet, Velmont assumed this stance and belted out "We Are the Champions."

Subtract a meter, add two axes and a beard and you've got what happened last night.
Exploring this throne room, now that the statues were vanquished, they found that the large cyclopean stones that made up the walls all had court scenes depicted in reliefs. Looking at them carefully, they found six figures that stood out from the rest; three figures held coils of rope while the other three bent over and held lanterns to the rope.

There is a secret door here, and the way to open it is to bring a light source near the depictions of rope three times. It's a difficult secret door, and they weren't able to figure it out, but they ended up finding another way to the treasures behind this door, though they haven't taken it yet.

Pulling back the tapestry behind the throne, the party found a much less concealed secret door, made of some kind of silvery metal, without locks or hinges, but which they couldn't open. I allowed Gunt to use his laser-gun to cut out a section of the door; reaching through it, he found a wheel on the other side fo the door, which he turned. After turning it enough, the door opened and they found what looked to be a long-abandoned, dusty bedroom. Looking around and investigating the desk and rotting bed, they still failed to find the treasure hidden in a hole in the wall behind the desk.

The room they were in has three other doors, all with wheels to unseal them. Taking one, they found themselves in an abandoned alchemist's lab. The cyclopean stones in the walls, floor and ceiling were constantly changing shape and size and shifting among each other. They found a workbench covered in broken glassware (Sorvanna was disappointed, as I'd just discussed the usefulness of libraries and laboratories for Magic-Users with her at the beginning of the session) and a cabinet. Investigating the contents of the cabinet, they found three spheres of glass that seem to contain some kind of smoke (when a sphere is broken, it will release the "Outfire Fog," which puts out all fires it comes in contact with) and a bag with powdered roots necessary for the Carcosan ritual "Chaining the Formless Aspect."  If the party encounters a sorcerer, the sorcerer will likely want the contents of the bag.

Moving on, the party discovered an old prison, with many of the inmates' skeletons left in their cells. The skeletons were mostly human, but some had longer, thinner, more fragile bones, bones they didn't recognize and skulls not built with jawbones (mind-flayer skeletons- yeah, the guys who ran this prison were that tough).

Connected to the prison was a chamber with a lever on the wall and a red square outlined in the middle of the room with a large pile of powdery dust in the middle. This was a summary execution chamber. Shevasta's player decided to have her experiment by having Sorvana command her Unseen Servant to pull the lever while Shevasta stood in the circle. Failing her save, Shevasta disintegrated into dust. The party, saddened by this turn of events, decided to leave the dungeon. As they headed towards the exit, however, they met a Spawn of Shub-Niggurath, an three-eyed, toothy worm-like thing that they were able to kill after a less one-sided battle than the fight with the statues had been.

This spawn had 6 HD which means that the party qualified for a roll on the Puppet-Master Machination Tables to see whether a dragon has noticed the party or not. They only had a 10% chance to be noticed, but they "made" their throw, being noticed by a dragon which I'll now have to generate. This dragon, I found out after rolling further on the tables, has decided to get rid of the party by sending some of its minions to rub them out. We'll see what happens; the minions will have 4 HD, so if the party kills them it will increase their chance to be noticed by other dragons as well!

All in all a great session. The loss of Shevasta was severely tempered by the fact that, well, no one, including her player, really liked her (for good reason). Her replacement character, to my glee, will be the first character in my campaign to be a member of the Order of the Green Hand, as I mentioned in my last post. Along with figuring out what will be ambushing the party next session, I need to figure out which spells the Order has. It's going to be interesting to see Magic Users of very different backgrounds interact; Flynn's new character will have access to many, many spells, as a perk of being a member of the Order, while Sorvana, the other Magic User, as the apprentice to an independent master, has access to comparitively few spells; this is complicated by the fact that members of the Order are not allowed to share their magical knowledge without express permission, and such permission is rarely granted.

All in all a very fun session, especially because I'm beginning to see how the party's actions are going to influence how the world treats them from here on out.

Player Map of the Mews of Methas

The mapper in the Skype campaign I run sent me this after tonight's session. It's the map of all of my megadungeon that they've explored. It makes me very happy to see just how big my megadungeon is; I've never taped my pieces together like this before. ^__^


Two other important bits from tonight's game:
  • I've run enough sessions since I added Carcosan influences to my game to be able to say that Carcosa definitely improves it.
  • One of my players started a new character tonight. To my delight, Flynn decided to have his Magic-User be a member of the Order of the Green Hand.