That One Session of Dwimmermount

A little more than a year ago, my step-daughter gathered up a group of players and asked if I’d run some D&D. I said sure. She said that there might be 10 players. <gulp>

Five fantasy adventurers standing on floating stairs.

“Dwimmermount” by James Maliszweski; Cover by Mark Allen.

I certainly wasn’t going to use D&D 5E. For any RPG, 10 players is a lot. But back in the day, tables were often 10+ players. I narrowed my system of choice to those that had rules for a caller.

“The caller is a player who announces to the Dungeon Master what the group of characters (the Party) is doing. The Caller must check with every player to find out what all the characters are doing, and then tell the DM (quickly and accurately) what they plan to do. The Caller does not tell the others what to do; the Caller merely reports what is going on.” page 53 of Dungeons & Dragons Players Manual (Revised by Frank Mentzer)

I didn’t know who had previous RPG experience, and felt that Race as Class—The traditional classes are Fighter, Thief, Cleric, Magic-User, Elf, Dwarf, Halfling. Though Thief is a later add. would provide the best guide rails. I went with Labyrinth LordThey were all 10th and 11th graders many of whom I didn’t know their parents, so I passed on “Lamentations of the Flame Princess”.

First, Labyrinth Lord is free. I did not want a barrier to entry for those that may not have resources. Second, it is a faithful interpretation of the Basic/Expert rules of D&D—A game that has proven to have legs primarily from its narrow scope and compact rules system, making it a hacker’s dream..

Day of the Game

It turned out 7 players showed up. Still 1 too many for my 5E comfort level. I went ahead with the plan, introducing the basic rules. Two of the players had previous 5E experience and were a bit suspect about rolling 3d6 straight down and picking a class that included races. When I got to the “you die at 0 HP” they again paused, considering mutiny. I explained that they could just quick make another character and we’ll move on—I used some humor and ensured that they understood things weren’t all that serious

If memory serves we had a dwarf (named Dunder Mifflin), 3 fighters, 1 wizard, a halfling, and a cleric (and about 4 hirelings). I introduced them to Muntberg, at the foot of Dwimmermount. They bought equipment—I prodded the wizard to secure hirelings, as they are the most useful of wizard equipment. In hindsight, I should’ve mentioned more about burning oil

I explained the basic rules of Labyrinth Lord advancement—You get 1 XP per 1 GP of treasure, and monsters give you minimal XP. I talked about the dungeon turn, what you can do, and the frequency of random monsters—Every 2 turns there is a 1 in 6 chance of a random encounter; avoid them. I then explained that the answers were not on their character sheet; They should instead ask me questions as they explore the dungeon.

I gave them each a random rumor which may prove useful, and off they went.

Into Dwimmermount

Up the mountain they climbed. Into the entrance. They poked around a bit and opened the first door —I was narrating the mapping to them, but in hindsight, I believe I’ll go ahead and draw out the map as they explore it.; Behind which was 6 orcs and a leader. The battle was fast and furious —reaction checks and morale checks and the casualties quick to pile up. Dunder Mifflin died—An event that left the player a bit shocked. But he chuckled a bit. I told him to roll up a new character, and he started laughing along with the hirelings. As expected, the wizard’s sleep spell secured a victory. Hungry for loot, they stripped everything and decided to head back to town.

Back at town, the characters a bit wealthier and a bit wiser, recruited more hirelings. And Sunder Mifflin, son of Dunder, joined the ranks. Along with Whiskey Sue, Four Eyed Tom, Hairy Harold, and some other hirelings with less memorable names. At this point, I noticed a shift.

The players stealed their resolve and grew interested in defeating the challenges ahead of them. They knew I wasn’t pulling any punches, and redoubled their effort.

After some recovery, they returned, refreshed, and reinforced. Taking a different path, they checked doors, and when they discovered some monsters they prodded their hirelings to take the vanguard—I check the morale and everyone was onboard

This encounter went better for the PCs, they had minor resource losses (at least no PCs died). They pressed deeper into the dungeon and came upon a statue and puzzle. They wanted more information and asked questions. They decided after they left the dungeon they’d go to Adamus to track down a sage —Had we had more sessions, the flow of information to and from the sage might have driven further exploration. Especially as campaign cast members began offering rewards for more information from Dwimmermount

Still fresh, they backtracked to the room in which the first Dunder Mifflin died. The door was locked. Listening, they heard movement behind the door—I rolled on the Dungeon Restock table on page 79 of Dwimmermount – Labyrinth Lord version. With the session drawing to a close, I forced their hand and had them return to Muntberg—By forcing them back to Muntburg, I was invoking a bit of the West Marches Procedure. I did check for random encounters as they made their egress. After all, running out the session clock should not be a teleport to a safe-zone.

Conclusion

We did character creation, rules explanation, two forays into the dungeon (involving 4 combats, exploring 7 rooms), character replacement, and at the table chatter—All in 4 hours. We got a lot done, and the players began drawing connections from inside and outside of the dungeon.

We never did return to this session, but I learned a lot following the “rules as written” procedures of Labyrinth Lord. Namely that this style of play is a group problem solving game. Yes your character is important, but not more so than the campaign and the overall group experience.

From this, I also saw the promises of what a megadungeon focus can bring to a campaign. Part of Dwimmermount’s allure is that it is a focal point of the entire campaign. Buried within this dungeon is an archaeological and historical trove of information that exposes the campaign backstory. With monetary (and thus XP) incentives for producing maps and gathering information, the flow of story into and out of Dwimmermount became evident.

Plan for Complications – Tomb of Annihilation

Random tables lead to creative solutions; or that time where they set in motion luring a silenced T-Rex into the camp of enemy wizards with whom they might soon form an alliance.

Large feathered T-Rex in jungle ruins

King of Feathers in Omu

Prior Sessions

Two sessions ago the characters had a harrowing three-way battle between a trio of ambushing assassin vines and a Red Wizard along with his cohort. The Red Wizard escaped and they spent the next session tracking him down, laying an ambush at the obelisk, and ultimately interrogating him (and throwing him to the conjured black tentacles).

The adventurers learned that the other three Red Wizards were to meet at the obelisk the next day. The adventurers weren’t able to tell if the captured wizard was lying, and set about crafting an ambush.

We ended that session with me saying – “Welp, I don’t know how this is going to go down, but I’ll write up some random procedures so that I lock in their actions while you discuss and work through yours.”

I created the procedures following:

Table 1: Are they coming tomorrow?
d6 Result
1-3 Yes, use the Arrival Times procedure to determine timing. Note: the arrival hour is the number of hours after sunrise.
4-6 No, roll on Table 2: So they’re not coming today

 

Table 2: So they’re not coming tomorrow…
d6 Result
1-2 But they’re coming today; use the Arrival Times procedure to determine timing. Note: the arrival hour is the number of hours since the initial ambush.
3-4 But the yuan-ti are laying are gathering around the players and laying an ambush
5-6 Because they caught wind of what’s happening and will instead send an emissary. Roll 1d6 to determine the hour of their arrival

Arrival Time Procedure

For each of the 3 Red Wizard groups roll a unique 1d6 (after all each group is different). The resulting die is their arrival hour. For any dice that turn up the same, roll those dice again.

  • If both are even or both are odd, they arrive together.
  • If the larger is even, they arrive that many rounds later.
  • If the larger number is odd, they arrive the product of those two dice minutes later.
  • If you rolled 3 dice, treat each even as the highest result of all odds and each odd as the highest result of all odds.

This Session

At the beginning of the session, I rolled on the tables. The result was the Wizards got wind of the ambush and were sending an emissary instead. Poor Trevor, the veteran waving the white flag; He came to realize that the Red Wizards, while paying generously, were holding his family as leverage.

The adventurers began setting up their ambush. Moving dirt, checking houses near the obelisk, and establishing a perimeter patrol.

Moon (the Tabaxi Ranger/Rogue) spotted a soldier approaching, flying a white flag. After a brief parlay, he brought Trevor (the soldier) to just outside the ambush spot. The offer at hand was that the adventurer’s join (and in some PC’s cases rejoin) the Red Wizard entourage. The pay was good and they looked after your family, according to Trevor. Moon countered saying that his family was leverage for compliance.

During the extended parlay with Trevor, the group worked out the following plan (mostly outside of earshot of Trevor, who was now ready to turn an eye on the Red Wizards but not actively work against them):

  • Twelve Moonshadow and Hooded Lantern would track the wizards to their encampment
  • Ord, X, Regina, and Kruxus Craft would begin resting to swap spells
  • Kruxus Craft would cast silence on 50’ of rope
  • Regina and Moon would go to the King of Feather’s lair, lure it out, and drop (via Mage Hand) the silent rope on the King
  • Moon would lead the King of Feathers towards the wizard encampment
  • As they drew near, Hooded Lantern seeking song worthy death would anchor the relay and lead the T-Rex into the encampment
  • A bit of mayhem later and the party would attack

Analysis and Behind the Screen

Planning can bog down a game. I employed a tactic early on saying “What I hear the plan to be right now is…”. This helped draw the group’s attention to the current shape of a discussed plan.

Early we all lamented the nerfed spell durations of 5e (compared to 2e especially); they are static and short. I made a table ruling. A character may expend a higher level slot to extend a spell’s duration:

  • 1 minute
  • 10 minute
  • 1 hour
  • 4 hours
  • 8 hours
  • 1 day
  • 1 week

Because short durations are lame when the plan is to silence a rampaging T-Rex to aid in the ambush of wizards. And yes, this may impose on a Sorcerer’s metamagic, but we’ll get to that if it ever comes up.

Back to the Session

The Red Wizards accepted the request of the for one day to think about it joining forces. And they could meet at a neutral place; the accepted recommendation was the prior wizard encampment in which the wizards and yuan-ti last fought.

What transpired:

  • While following to camp, each group rolled for random encounters – the wizards, the tabaxi PC and NPC, and the other group
  • A shambling mound attacked the Red Wizards, the advantage was the wizards, so I had the players roll some random dice to see if there were any fatalities (there weren’t and I should’ve clarified what the rolls were about)
  • No other random encounters
  • Moon, ever curious sneaked closer, but Zagmira spotted him
  • A quick roll of initiative and Moon bolted back into the jungle before Zagmira could unload
  • Moon and Hooded Lantern returned to camp
  • with a 4 hour silence dropped on a knot in the 50’ of rope, Moon and Regina left wrangle up the King of Feathers
  • At the amphitheatre, there were signs of the King of Feathers (only a 25% chance at night), but it was not there now
  • Invisible in the shadows Regina waited while 5 deinonychus came to prowl; afraid of drawing attention Regina dropped a major image to lure them away
  • Meanwhile Moon found the King of Feathers. With haste and agility he barely kept ahead of King of Feathers as he lured the mighty T-Rex towards a waiting Regina and the hanging collar/rope. (Without levels of rogue and ranger, Moon would not have kept ahead of the King of Feathers)
  • As the King of Feathers drew close, it noticed the invisible and skulking Regina
  • A quick roll of initiative and to Regina’s fortune she won.
  • Regina promptly changed into a large bird of prey and flew up. Grabbing the rope, Regina flew low to keep the King of Feather’s silent while Moon’s lead it through the jungle to the encampment
  • Moon succeeded at keeping ahead of the King of Feather’s and avoided picking up a level of exhaustion (DC 15) as they all approached the camp.

With time running short, and a massive battle looming, we called it a night.

This morning, I’m doing what I can to prepare the situation:

  • a marauding T-Rex perhaps in an area of silence
  • a polymorphed warlock carrying said silenced rope
  • a wizard encampment (3 Red Wizards, a Flesh Golem, 13 soldiers, 14 skeletons) that previously caught someone following them
  • an urban locale that is overrun by the encroaching jungle

Tomb of Annihilation – a quick update

Contrary to my latest posts about Stars without Number, I continue to run a mostly once a week session of Tomb of Annihilation. Originally, I was running two different groups, but getting high schoolers together to game is a real challenge. So I’m down to one.

Some of the Highlights

  • Agreed to play a concert at the lobster people’s breeding grounds, instead of backtracking and losing a few days
  • Had a shin-dig with lizardfolk as they shared some food
  • Befriended an Allasaurus, after it chomped dead a halfling
  • Fled a fort after they refused conscription
  • Watched several party members plummet to their death
  • Fought off a swarm of small poison wielding frogmen
  • Fought a quartet of clay gladiators that vanquished much of the party (on my birthday the dice were hot for the opposition and cold for the players)

The group has entered the second phase of the adventure; They’ve made it through the jungles of Chult and are exploring the ruins of Omu. They know they are not alone – they have evidence of Red Wizard activity, Yuan-ti, and the occasional roar of something truly ferocious.

And in last session, when the first party member fell, I called for a DC 14 Death save. A few months ago (in real time), the DC was 12. And now, the failed death saves don’t clear after healing. The meat grinder is a grinding, and they continue forward. Thus far, we’ve had 6 character deaths.

Ruins of the Dwarven Delve [Session #9]

The previous session

Preamble

This session, we playtested a DCC conversion of Purple Duck Games Purple Mountain II – Ruins of the Dwarven Delve. As a patron of Purple Duck Games, I responded to the call for play testing the conversion; An abandoned dwarven mine lined up with the adventurers current locale.

I reiterated last session’s rumors:

  • “Last month, one of the caves had an explosion. To this day, you can hear the howls of the dead.”
  • “The other night, I was drinking and this elf came in. Someone had mugged him, his ears clipped and bleeding.”
  • “I heard that the Guild Elders are forcing the old Master Guilder, Gentle Steve, to step aside. He may still lead the Guardians Guild.”
  • “Yesterday, or the day before, I heard a guy talking about finding a cache of old silver coins in the cliffs.”
  • “I heard that someone to the west found treasures from a buried king.”

I advanced the timeline 8 days – from the 18th of Spring’s Laugh to the 4th of Spring’s End.

I followed my session start procedures, asking the luckiest and unluckiest characters (who had sleighted Sir Calcidius) to make a Luck check. Quinlynn the Unlucky failed his. Ungo the Beggar made his.

They learned that Sir Calcidius (from the Tower of the Stargazer)

  • gained his freedom (by a meteor strike on the tower)
  • aligned with Iraco (from Hirot)
  • knew they went to Steelhart

The Cast

Character Class (Profession) Level Luck Alignment Player
Ahm-al the Witness of Cthulhu Cleric (Guild Beggar) 1 12 Neutral Joan
Ungo the Beggar Thief (?) 1 13 Neutral Joan
Obexo the Agent Dwarf (Stonemason) 2 13 Lawful Aidan
Strove Warrior (Rutabega farmer) 1 13 Neutral Aidan
Pickling (Watchman) 0 12 Lawful Ben
Faudur (Roadwarden) 0 6 Neutral Ben
Wilberton (Minstrel) 0 8 Neutral Ben
Puggi (Dwarf Merchant) 0 16 Chaotic Ben
Oliver (Orphan) 0 12 Lawful Jacob
Aeris (Elf Refugee) 0 15 Neutral Jacob
Dan (Agitator) 0 3 Chaos Jacob
Belar (Rake) 0 10 Neutral Jacob
Ralph Quickfingers Halfling (Haberdasher) 2 11 Neutral Erich
Quinlynn the Unlucky Elf (Sage) 1 8 Neutral Erich

None of the characters starting out this session had went to the safe-house from the previous session. Aidan, playing Obexo, arrived as they left the altar room for the first time.

Carousing

I again brought out the carousing table for some quick XP.

  • Quinlynn upset the Church of Tses; Waking up naked and hungover in the temple of Tses upset the priests. Adding yet another anecdote for the city’s growing disdain of elves.
  • Faudur and Aeris, bank rolled by Quinlynn, ended up owing a favor to the King of Elfland. The King charged them with finding a dwarven ledger from an abandoned dwarf mine up in the hills.

Getting There

Miners travel each day from Steelhart to the mines. As non-miner’s guild members, they each paid the 5sp toll to take a gondola up to the cliff top. From there, they traveled to the mine. With some rope they descended into the “Ruins of the Dwarven Delve.”

Mild Spoilers Ahead…

Entrance

In the first room they found several piles of refuse. They spent a bit of time searching through the mounds finding broken or discarded gear.

In one pile, Quinlynn stumbled upon a three legged tentacle monster that flailed but missed. The adventurers responded with ferocity, inflicting many wounds. Quinlynn followed up with a powerful sleep spell, and the adventurers hacked the monster dead.

Noting the water pipes up high, they opted to check out the door with the water pipe running above it. Ungo looking for traps, found none. They opened the door

Next Room

In this room they noted two doors. One blocked by iron slag, another open. Ungo, as per standard operating procedures, checked the unblocked door. Finding it safe, they opened the door and went into an altar room.

Altar Room

Entering this room they noted an altar and three other doors. A general sense of “rightness” filled the hearts of Pickling and Oliver.

They continued to follow the water pipes to one of the doors. At the door they heard some snickering. Ungo followed his standard operating procedure, and they entered the room.

Smith Room

Here the adventurers encountered two diminutive creatures with spindly limbs and functional wings sprouting from near their ears – gremlins.

As a Judge, I love role-playing mischievous and chaotic creatures. I keep the verbal sparing quick and to a minimum before pushing the players to action. The gremlins goaded the players into the water room. Or did the player’s decided to go there and the gremlins pleaded them to go elsewhere.

Water Works Room

Again, Ungo checked and opened the door. Dan took a few steps in and sprung a trap. Jets of steam blasted Dan, slamming him into the wall, killing him outright. Snickers erupted. Faudur triggered another steam trap, slamming dead into the wall. Even more snickers.

A gremlin, with a large cantaloupe belly, along with five other gremlins launched into an attack. The cantaloupe bellied gremlin fired a blast of thistles, knocking Quinlynn to 0 hit points. The other gremlins charged the adventures.

Ralph came barreling to Quinlynn’s aid, stabilizing him. The others fought the Gremlins. A few tense rounds, and the adventurers won out. Through the power of Cthulhu, Ahm-al healed Quinlynn.

Searching the room they found three nests. Each nest had a small box. Ungo checked the boxes and found a small spring. Ungo disabled each of the boxes.

Inside each box he found a single silver coin and a fragile tube of liquid. One side of the coin had an etching of a snickering gremlin, the other side had the words “Ha!”. The fragile tube rested by a small spring loaded hammer.

Back to the Altar Room and to the Crypt

Back in the altar room, they opened the door behind the altar to a crypt. Inside they found an anvil and dwarven statue lying in repose; with a rune etched shield overlaying a fine hammer. A riddle. Ben quickly answered the riddle and they resolved the puzzle. The shield moved, freeing the adamantine hammer.

Obexo took the hammer and smiled.

Calling It A Night

The adventure took a lot out of me. Each room had nice and brief read aloud text. For the Judge there was also large chunks of text; mixing exposition, situational, and encounter information.

At 9pm I closed up the adventure. I hand-waved finding the dwarven ledger.

Quinlynn invoked the King of Elfland to present the dwarven ledger. He bound Wilberton to the King of Elfland. The King of Elfland, however, said that Aeris was not worthy.

We spent the next 30 minutes leveling up characters; Three characters went from 0th to 1st level.

In Memoriam

To Faudur and Dan, blasted by steam.

Resources Used

Aside from the Dungeon Crawl Classic core book

Observations

I sent my playtest observations back to Purple Duck Games.

Writing adventures demands different levels of consideration. The author must first win over the Judge. And once won over, the author should get out of the Judge’s way by making the material as convenient and easy as possible to use.

At the beginning of the dungeon delve, I drew a turn tracker on the map. I explained that every 6 turns I would check for wandering monsters. In older D&D wandering monsters sucked resources for little XP gain. That is not the case in DCC as written.

Raiding the Ziggurat of Dis Pater

Previous session report | Next session report

Preamble

As with each open game table session, I never know the roster of players, nor the specifics of what I will run. In my preparation, I scrounge for random tables, write generators, procedures, and rumor tables.

To prepare for anything I did the following:

With a rumor table and the fallout from carousing, I knew I’d have fodder for this session.

Two of the characters leveled up:

  • Yeasty became a Bard (from Crawl #6)
  • Dave became a bow wielding Ranger (from Crawl #6)

Joan checked Ahm-al’s Trauma score of 1, and passed. Ahm-al still has energy to continue adventuring. (See here for more details on Trauma and Retirement)

The Cast

Character Class (Profession) Level Luck Alignment Player
Ahm-al the Witness of Cthulhu Cleric (Guild Beggar) 1 12 Neutral Joan
Ungo the Beggar Thief (?) 1 13 Neutral Joan
Obexo the Agent Dwarf (Stonemason) 1 13 Lawful Aidan
Strove (Rutabega farmer) 0 13 Neutral Aidan
Spike the Acolyte of Ramat Cleric (Herbalish) 1 12 Lawful Greg
Fredora (?) 0 14 Neutral Greg
Tink (jeweler) 0 14 Neutral Greg
Albert (?) 0 13 Lawful Sam
Dave Ranger (Woodsmen) 1 12 Neutral Sam
Badger’s Bane Thief (?) 1 10 Chaotic Marlene
Yeasty Bard (Baker) 1 15 Neutral Marlene
Mainge (Beggar) 0 13 Lawful Marlene
Robin (?) 0 6 Lawful Luke
Mason Stone Dwarf (Stone mason) 0 10 Neutral Luke
Shear Madness (Barber) 0 9 Chaotic Luke
Al (?) 0 6 Lawful Erin
Boo (?) 0 6 Chaotic Erin
Cap (?) 0 14 Chaotic Erin
Dog (?) 0 10 Neutral Erin

Carousing

I offered the players a chance to carouse. Six opted to carouse (Tink, Ahm-al, Obexo, Ungo, Dave, Strove); The following failed their DC 15 Will save:

  • Ahm-al stumbles into a minor misunderstanding with local authorities. Roll a Personality check. Success indicates a fine of 2d6 x 15gp. Failure (or inability to pay the fine) indicates 1d6 days in the pokey.
  • Obexo, the teatotaler dwarf, burns carouses while going to theater performances, makes lewd advances at a witch or conjure-man. Succeed at a DC 15 Will save or they turn you into a pig. Pick a character played by the player on your left. That character can understand you; For everyone else it’s squeals and oinks.
  • Ungo, despite his best efforts, you found love in your latest dalliance. 75% chance they’re already married.

Rumors

Each player rolled on the Rumor Table that I setup for Steelhart. They got the following results:

  • “Last month, one of the caves had an explosion. To this day, you can hear the howls of the dead.”
  • “The other night, I was drinking and this elf came in. Someone had mugged him, his ears clipped and bleeding.”
  • “I heard that the Guild Elders are forcing the old Master Guilder, Gentle Steve, to step aside. He may still lead the Guardians Guild.”
  • “Yesterday, or the day before, I heard a guy talking about finding a cache of old silver coins in the cliffs.”
  • “I heard that someone to the west found treasures from a buried king.”
  • “Hey, you’re new here…you looking to get rich? I need to know if this interests you? Any concerns about legality?”

Two of the players rolled the same result.

Further Details of Steelhart

As players wrap up their character advancement, reviewing rumors, and thinking on their carousing results, I added bits of information about Steelhart.

Map of city, river, lake, cliffs, streams, and mines

Steelhart – with mixed perspective because I couldn’t decide

The guilds rule Steelhart. And in the four days of carousing they learn aspects of Steelhart.

The Gods with temple in Steelhart are:

  • Tses the Arbitrator who Waits – Lawful, responsible for contracts of Steelhart
  • Dis Pater – Lawful God of Death, the Underworld, & Riches
  • Brigid – Lawful Triple Goddess of Fire, Water, Poetry, & Craft

Up beyond the cliff, active mines produce ore. Workers pole the ore along the Sludge Trails by pole and rafts. From there it careens over the water fall into the Sludge; Workers further sift and sort the ore in the Sludge.

The smell of sulfur permeates the city even as it buzzes in anticipation of next month’s Metal Faire.

Dealing with Carousing

Ungo had fallen for Anga, a married woman. “And what was it about Anga that Ungo fell in love with?”

“Her flowing green and purple hair. And her radiant emerald eyes.”

A Swine Time Was Had

Obexo worked with Dave to track down the witch. They came to her urban three story shop, with herbs and meats hanging in the window and throughout the shop. The witch, a 19 year old woman with a walking stick, greets Dave. She goes for her butchers knife, slamming it on a chopping block, asking Dave if he came for bacon.

Obexo, through Dave, pleads for her to lift the curse. He will give her the Star Crystal if she restores him. Her eyes light up with recognition, and she restores Obexo.

In the Jailhouse Now

While in jail, Ahm-al strikes up conversations with followers of Dis Pater. A moment of doubt passes for Ahm-al.

Should Ahm-al be following Cthulhu? A god that so often disapproves of any and all his requests.

Ahm-al would need to shift alignments. Joan, Ahm-al’s player, weighs the decision as the other players talk about a heist against the temple of Dis Pater. Would Ahm-al convert? If so, what would he do about the planned heist? Ultimately, Ahm-al feigns interest in learning more about Dis Pater to aid in the heist. And Cthulhu turns a bit in its sleep.

Following up on the Rumors

Robyn and Mason Stone expressed interest in the heist; and pressed on with some role-playing.

A noble, with airs of superiority, wanted someone to strike at the wealth of a rival merchant. In the Ziggurat of Dis Pater the merchant had deposited his wealth. During the funeral ceremony of the Lesser Priestess Pelendra, they could break in and steal it.

The noble tells them to look for the wealth in the vault on the main floor (in a lapse of judgement, no one asks how to identify said wealth; but I can always inject that later). Their co-conspirator wants to bankrupt his rival; He does not even want the rival’s wealth.

The noble then gives them a description and directions to a safe house (a two story, tile roofed house with a flag that has a squid emblem).

Here we introduce Erin, playing her first RPG session. Her characters know that the top level of the ziggurat houses the Blessed Helmet of Dis Pater. They have also worshipped in the lower level of the Ziggurat of Dis Pater; A large open room with support columns, tapestries, and braziers.

The Heist

A multi-hour funeral ceremony and procession through the large city park outside the ziggurat will honor the Lesser Priestess. The participants walked to slow drum beats, each naked except for a helmet.

They plan to sneak up behind the ziggurat, on the other side of the procession. Then cut through the box wood labyrinth and enter the temple while the majority of priests and priestesses attend the funeral.

Some of the characters opted to not join. The following characters went forth to loot the temple: Ahm-al, Ungo, Obexo, Strove, Fredora, Dave, Badger’s Bane, Yeasty, Robin, Mason Stone, Shear Madness, Al, and Cap.

The Approach

They approach the ziggurat, Ahm-al and Robin scout ahead, noting two naked guards with helms and staves. A bit of discussion and they strip down, don helmets from the group, and approach. “We’re here to take over. You can go to the funeral now.”

The guards accept the order, and leave their post. The rest of the adventurers wait, and then flood into the entrance of the ziggurat.

Crossing the entrance they find a 10′ x 10′ room with a stone beaded curtain on the other end. One wall has etchings of the underworld. The other has etchings of dancing skeletons. The group moves through the beads and onto a landing and head downstairs.

Lower Level

They light a torch and a few braziers in the main area of worship. Splitting up they explore a few alcoves that appear to be the quarters for acolytes. Others approach and investigate the obsidian altar and large chest for offerings.

Obexo smells gold and silver both in the large chest and behind a tapestry. Ungo fails to pick the lock on the chest. Badger’s Bane tries, but snaps her thieves tools in the lock.

In one alcove, Robin finds a silver dip pen, some silver coins, and a foot locker with sandals, undergarments, a purple robe, and a purple cloak. He takes the robe and cloak.

In the other alcove, Fredora notes a small box. Inside she finds a gold band and a stack of letters written from a Lady Suzanne to Emory; The letters express Lady Suzanne’s pleading for Emory to come back. In the foot locker Fredora finds sandals, undergarments, a purple robe, and a purple cloak. She takes the gold band, robe, and cloak.

A pencil map

Ground Floor of Ziggurat of Dis Pater

Up to the Main Floor

Obexo’s nose leads him up the stairs and to the door right across from the stairs. Approaching, he knocks. A voice responds “Yeah? Who’s there?”

“Just checking if you need anything.”

“Nah, we’re good.”

Next Room

The party proceeds to the right and enter the next room.

Inside they find a bed, footlocker, a small table with lamp, oil, and a devotional book to Dis Pater. In the footlocker is the now standard sandal, undergarments, purple robes, and purple cloak. This also has a purple headband with an embroidered blue eye.

Cap looks under the bed and sees an etching on the floor. Above the etching, tucked under a support, Cap finds a small leather box. She pulls it out and opens it. Inside she finds a viridian pearl and a small obsidian goat figurine.

They take the pearl, figurine, cloak, and robes.

Moving the bed, they see four lines etched into the floor.

Stone Etching of Orcus

Stone Etching of Orcus

A clear sign of Orcus.

To the Next Room

They move further down the hall and enter a dorm room. Numerous footlockers and bunk beds. They grab the robes and cloaks.

Further down the hallway, they find stairs heading up. They double back.

Meanwhile, Outside

The Greater Priestess came back to the Ziggurat, engaging in a brief conversation with Ahm-al and Robin, before she went into the temple. Ahm-al pauses a moment and follows. The Greater Priestess stands past the beaded door. Hand outstretched touching a stone. She withdraws her hand. And asks “Yes?”

Ahm-al offers a quick apology and returns to his post. Robin and Ahm-al wait 10 minutes, then grab their gear, put on their clothes, and head into the worship area to follow where their friends went. See one of the tapestries by the altar somewhat astray, they push it aside, climb the spiral staircase and bump into their party.

Back to the Main Floor

A pencil map

Main Floor of Ziggurat of Dis Pater

They circle up and agree to bust into the vault. But they will need a plan. When in doubt, FIRE!

Into the Vault

Not feeling well, Joan left, taking Ungo and Ahm-al with her. We rationalized that they opted to return to the watch.

Fredora decides to smoke the guards out. She pours oil on the door and starts fanning the smoke underneath.

Minutes later, they offer to help the guards get out. They hear the bar to the door lift. As the door opens, Obexo says “I get out of the doorway.” Everyone else follows suit. The door opens and 3 crossbow bolts whiz by, hitting the stairs. They now hear the telltale ringing of an alarm bell.

Initiative! Note: For such large groups, I’ve adopted group initiative. Each round, each side rolls. The winning side goes then the losing side. The adventurers win out. Yeasty, Robin, Al, and Boo charge in. One of the five guards falls. They notice the fifth guard pulling on a rope ringing an alarm bell.

From the back ranks, Robin throws his torch into the melee. And rolls a natural 20. On his critical result he rolls a 3 – “Foe jabbed in the eye! Ugly bruising and inflict +1d4 damage with this strike.” The table erupts in celebration as the torch strikes flame end into the hapless foes eye socket, striking him dead.

The guards respond, inflicting minor damage (no one collapses). Three tense rounds of back and forth, most attacks missing, but a few hit their mark. On the fourth round, the five guards lie dead and none of the adventurers have fallen.

Alas, I forgot to check morale, meaning the guards fought to the death. Surrendering guards would have complicated the escape.

Further Exploration

Fredora heads down the other side of the floor. Exploring rooms. Again standard issue, footlocker, oil, lamp, table, bed.

Towards the end of the hall, they find a locked door. Fredora knocks, yells “Hey there’s a fire!”

A male acolyte, in purple robes and cloak stumbles out. Perspiring, with blood-shot eyes, confusion, and slurred speech he does his best to help put out the fire. I lost track of this NPC during the extreme chaos of the session; Even though he wouldn’t have done much to disrupt the heist.

Back to the Combat

Having dispatched the guards, they turn their attention to the three stone chests. I clarify everyone’s location on the map. During the fight, Obexo and Fredora had started exploring the other passage. Strove, Badger’s Bane, and Al standing watching the hallway by the stairs, keeping watch.

Dave, Yeasty, Robin, Mason Stone, Shear Madness, and Cap decide to loot the stone chests. Robin opens the chest and blast of poisonous gas erupts. I grab 4d6, roll an 11, and call for a DC 15 Fortitude save. Dave, Yeasty and Robin fail their save (and each take 11 damage).

I explain that the poison cloud continues hanging in the air. They pause and discuss a plan. I help narrow down the options:

  • If you leave the cloud now you won’t get hurt
  • If you stay (or pull a friend out) you’ll need to make a check

Mason Stone leaves the cloud. Shear Madness tries to pull Robin out but fails their save, and dies. And Cap pulls out Dave.

A Bit More Side Exploration

Obexo and Fredora head down to the locked door. They bust it open and see a narrow hallway with paintings of naked helm-wearing men and women, each standing in that pose reserved for the nobility of the Middle Ages.

The high priestesses room has a large bed, armoire, writing desk with lamp and oil. In the corner of the room they also see a small statue of a medusa. Opening the armoire, they find three helmets:

  • A plain steel conical helmet
  • A round steel cap with cat ears
  • A helmet with rams horns curling down and back

Looking for secret doors, Badger’s Bane jabs a dagger into each painting, hitting stone in all but the last one. The last one feels like wood. She looks around and finds the secret door and the release. Cracking the door, she sees the stone beaded curtain of the main entrance.

Recovering Some Bodies

Cap rolls Dave’s body over. Dave lets out a cough (losing a point of Stamina, and gaining a point Trauma). Mason Stone, wanting the magic short sword from Robin, goes back in. As does Cap, trying to rescue Yeasty. They take precautions, but Mason Stone fails his save. Cap pulls Yeasty out, rolls her over, and sees death has claimed Yeasty.

The rest of the party leaves the room and lets the cloud dissipate. They loot the stone chest. Grabbing a dozen or so small leather boxes.

Obexo starts laying out options to get out of there. They settle on a plan. They will go to the high priestesses room, wait for the guards to come into the temple (going downstairs), then sneak out through the main entrance.

To the Safe House

The guards come, lead by the high priestess. She leads them through the stone-bead door and down the stairs. The adventurers stumble out, all dressed in purple robes and cloaks. Fredora scampers out saying that people attacked the temple. Then Ubexo with a believable tale. Badger’s Bane, Cap, and Al then come out with Dave between their arms.

The gathering crowd, partially clad in sheets or whatever they could find, looks to help Dave. With a bit of coaxing 4 towns people offer to help get Dave to a doctor. Badger’s Bane leads them to the safe house; Asking one person to fetch some water.

At the safe house, they ambush their rescuers. Two fall, but the third flees into the streets, surviving two failed attacks. Fredora throws a spear at the fleeing person in the city street. The players ask if anyone sees it. I call for a Luck check (roll under). Fredora’s character rolls a 1. Nope. Not a soul saw what happened.

We draw the session to a close on the evening of the 18th of Spring’s Laugh (Setday).

In Memoriam

  • To Yeasty, Robin, and Shear Madness who died in a cloud of poison.
  • To Mason Stone who attempted to recover the body but inhaled the lingering cloud of poison

Resources Used

Aside from the Dungeon Crawl Classic core book

Observations

Again, I had a large table (7 players and 19 characters). Through most of it, players opted to play a subset of their characters. Six characters abstained. Two more kept guard. Leaving 11 to explore the ziggurat.

I ask everyone to flip over the character sheets of characters not present in the current “scene.” It helps as a visual cue.

Blending into a crowd of naked people ran contrary to equipping for a bank robbery style heist. The single random aspect (a naked religious procession) from the Tome of Adventure Design help imprint this session on my mind.

From the second session the players have heard “Beware, beware the eyes of green.” They keep finding emeralds, viridian pearls, and now Anga the married love of Ungo.

Group initiative continues to shine. I noticed some confusion as most of the players come from the individual initiative systems and assume I will call them to act. I may adopt the Veins of the Earth rule about whomever holds the torch calls out when other characters act.

The Heist system provided a solid framework for an impromptu session. Throughout the session, I incremented the Heat die, and rolled it with regularity. Most of the time rolling below a 4. Regardless, the Heist system helped frame an evening of adventure.

Consequences to Consider

  • The High Priestess goes looking for the people she saw
    • What befalls the bodies of the adventures that the party left behind?
    • What does the temple say happened?
      • Will they acknowledge the robbery?
      • What will they do behind the scenes?
  • How will the wrath of Dis Pater manifest?
  • How does the city respond to the attacks?
  • Will Anga’s spouse respond with jealousy? vengeance? relief?
  • What will the cultist of Orcus do? Do others in town worship Orcus?

Things to Do

I asked the following in the DCC RPG group on Google+ before posting this session report:

In last night’s session, the characters robbed the temple of Dis Pater. They broke into the safe room and absconded with 12 or so leather safe deposit boxes (of 200 or so); The boxes measure 6″ x 5″ x 2″ (about the size of Veins of the Earth). The safe deposit boxes each varied in weight. Please help me create a random table of “What’s in the safe deposit box?” Need to find a random encounter table for Steelhart.

Making Their Way to Steelhart

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Preamble

I went around the table, asking for character names, luck scores, and alignments.

As per my preparation and beginning session procedures:

  • I asked the unluckiest character to choose a number between 1 and 16. He picked 9. I then rolled a d16 and got a 9. I’m all smiles – but more on that in future session reports or planning documents.
  • I rolled on the Guess Who’s Coming to Bitterweed Barrow, and rolled a 21; Sylle Ru and Kreig, one of the Jarl Henrick’s thegns, are paying a visit to Bitterweed Barrow. (Upon reviewing the session, I decided that they would arrive on the 10th of Spring’s Laugh).

I also explained two new house rules:

  • Dwarves see in grayscale, except for gold, silver, and crystals (e.g. gems)
  • Halflings may spend 30 minutes eating (one day of rations), drinking, or smoking pipeleaf to regain 1 point of Luck.

The Cast

7 people gathered around a table with character sheets, books, and dice.

The game table ready to venture to Steelhart

Character Class (Profession) Level Luck Alignment Player
Ahm-al the Witness of Cthulhu Cleric (Guild Beggar) 1 ? Neutral Joan
Ungo the Beggar Thief (?) 1 ? Neutral Joan
Obexo the Agent Dwarf (Stonemason) 1 ? Lawful Aidan
Strove (Rutabega farmer) 0 13 Neutral Aidan
Spike the Acolyte of Ramat Cleric (Herbalish) 1 ? Lawful Greg
Fredora (?) 0 14 Neutral Greg
Tink (jeweler) 0 14 Neutral Greg
Argyle (Tax-collector) 0 ? Chaotic Nick
Ralph (Radish-farmer) 0 9 Neutral Nick
Marcus (Mercenary) 0 9 Neutral Nick
Albert (?) 0 13 Lawful Sam
Dave (?) 0 12 Neutral Sam
Badger’s Bane Thief (?) 1 10 Chaotic Marlene
Yeasty (Baker) 0 15 Neutral Marlene
Mainge (Beggar) 0 13 Lawful Marlene
Robin (?) 0 6 Lawful Luke
Mason Stone Dwarf (Stone mason) 0 10 Neutral Luke
Shear Madness (Barber) 0 9 Chaotic Luke

The Session

Before the action starts, the adventurers that cleared the Tower of the Stargazier, traveled to Bitterweed Barrow to recruit help on the 7th of Spring’s Laugh. On the 8th they recruit some villagers, get supplies, and travel with them to Steelhart. They returned to the tower on the 9th. They agree to pay the hired hands – 0-level characters – 50 gp. Twenty-five before and 25 on arrival.

Looting the Tower

The session starts on the 10th of Spring’s Laugh (Amunday), as the adventurers begin looting the tower.

Emptying the tower. Everyone rolls percentiles going in and coming out. Lightning crackles around but does not hit anyone.

Follow the River to Steelhart

They encounter another marionette, a woman, standing on the lake shore looking at an island. The adventurers engage in a bit of conversation; As is usual, the language choices of the woman are awkward. Her name is Alice, and her shoulder keeps sticking up in a partial shrug. She asks for a ride as she hops on the wagon. Note: The first hex had a random encounter.

Continuing their travel along the riverbed and they see a triangle of menhirs up ahead on the bluff. As the wagon continues, they see a wild-haired creature standing amongst the stones; she is wielding a short sword. Note: The second hex had a random encounter.

At this, Alice, hops off the wagon and starts walking back the way they came, muttering “Welp, that’s enough for me.”

The adventurers draw closer. A raven roosting on one of the menhirs, takes flight. It heads in the direction of Steelhart.

The adventurers hail the woman, and strike up a conversation. The wild-haired woman grabs a walking cane and slowly approaches the wagon. As she draws close, they see twigs and brambles in her hair …and was that a mouse scampering out of her hair?

She introduces herself as Esther. She is performing a ritual to Mielikki in hopes of bringing rain to the neighboring village of Sunville. Paranoia is running rather high amongst the adventurers.

The characters ask questions about what she sacrifices; “Oh animals or other chattel of this world” responds Esther. She relies on the rain to wash away the blood.

One of the players asks if he can make some kind of check to see if she’s lying. I say “What do you think? Is she lying?” I don’t allow for any kind of check, and the players allow Esther to draw close.

They strike up a further conversation, asking her about Alice, the woman that left. Esther tells them that the village of Sunville banished Alice.

Alice was once normal, but about 3 months ago, she changed. Over the next 2 months, 3 children were stillborn. Instead of eyes, that had small tentacles. The village agreed and exiled Alice.

Esther asks if she can travel with them for awhile. They accept. And ask why Esther might be staring at the island on the lake?

Oh, there’s a legend that two lovers would meet under the cover of darkness on that island. For a year and a day, their rendezvous continued. They would meet amongst the columns and pillars of the ruins. Then one day, the man decided to come to the island early.

The man saw that what he thought were columns and pillars were infact statues of men and women, some eroded from time.

The characters continue, and Spike strikes up another conversation, asking about folk songs of Sunville. During this time a small contingent ascends the bluff to see if Sunville exists.

Sure enough there is a small village about a half-mile further from the river bed. They can see people toiling in the fields.

The party discusses spending the night in Sunville, but agree a wagon loaded with gold is too tempting of a target. So they continue for a few hours and break for camp.

Around the camp, Esther offers to make the soup. She springs into action as a grandma preparing for Easter dinner. Mixing both herbs from Spike and her pouches.

Some of the characters gather their own food, others opt to eat rations. I ask everyone that is eating her cooking to flip their character sheets over.

When he receives the bowl, Spike (a former herbalist), smells an unusual added herb – Mosshade. He comments and Esther responds “It’s to improve your fortitude for the travel.”

With the food eaten and watches set, I call for a Fortitude save on all characters who ate the soup and were taking first watch. Those that fail fall asleep.

Ahm-al and Argyle are the now awake on watch. Esther, biting her pinky finger tip clean off, reveals her curse, to those that did not eat her meal, she cursed with blindness until the next full moon of Ahurzda. The others will see their fortitude increased (+1 to Fortitude saves).

I call for saving throws from everyone that didn’t eat her food. Four characters end up blind. During this, Esther approaches Spike and with her bloody finger, draws a crescent on the left side of his forehead. Spike wipes the blood away, but a new mark remains.

Esther announces she’ll be returning to Sunville and departs. No one gives pursuit.

Both Spike and Ahm-al chant several prayers, beseeching Ramat and Cthuhlu to remove this blindness. Ahm-al cures one and Spike cures another. Cthulhu, less pleased, demands a follower and Strove is ready and eager to commit.

The Writ of Orcus

Over the next bit of travel, Argyle asks if anyone can read the Writ of Orcus from his dead friend (found in the Barrow Ward)? He unfurls the scroll, and Spike can read the ancient Ramati used to write the Writ of Orcus.

As Spike looks at the writ, the sun dims and he gains a distant vision of death and suffering. He closes the writ and asks that it not come out.

A Foreboding Cave

Note: I was not interested in having 7 players all rolling initiative and jumping focus around the table. I had the player who’s character had the highest initiatve roll for the entire group.

As the party continues along the riverbed, they come upon a powerful stench and a cave about 100′ away. They halt the wagon, and approach with caution. They see bone fragments, and see dung with the powder sign that part of the creatures diet is bones.

They assess that something is in the cave, and begin to set an ambush. Ungo and Badger’s Bane sneak up beside the cave entrance. Obexo and Ahm-al will move to about 20′ out from the cave, where Ahm-al will command the creature to come.

I spend a bit of time establishing the positions of every character. The players know something big is going to go down.

I call for a stealth check, and they fail.

“Ahm-al and Obexo, you move into position. And Obexo, as Ahm-al begins to commandthe creature, you see with your infravision what is a large troll moving and preparing to attack”

And Ahm-al commands the troll to come.

The troll wins initiative, but I give Ungo and Badger’s Bane a chance to ambush. The troll, roaring past the ambush (everyone misses), fells Ahm-al with two brutal claw strikes. The players look with a bit of astonishment and concern. Yes, this game is not balanced nor do I intend to balance it.

Spike calls upon Ramat to Paralyze the troll; His weapon and hands glow with a radiant holy energy. But he’ll need to wait until next round to strike.

A desperate battle ensues. Led by Obexo, the 0-level peasants muster the courage to charge in with daggers, pitchforks, and scissors. Superficial damage, as they realize that piercing the troll’s heavy hide is challenging.

Ungo and Badger’s Bane pounce with surprise, both burn a bit of luck ensuring a successful backstab. Troll sustains major wounds, but keeps fighting. They watch in horror as the most serious energy stitches back together.

A tense moment, as I again call for group initiative. The adventurers take the initiative and continue to press their attack.

In hopes of paralyzing the troll and making it easer to hit, Spike charges with his spear; Missing by 3 points. He anguishes but burns the 3 luck to hit. The troll rolls a natural 20 for its save.

Some of the less valiant (or perhaps more pragmatic) begin lighting torches to burn the troll. Other peasants and thieves swarm delivering the final blow. They begin burning the troll.

The party then looks to Ahm-al. Rolling over her body, she gasps. A massive scar runs from forearm to the back of her left hand (-1 stamina). Ahm-al’s Trauma increases from 0 to 1. When she gets to Steelhart, Ahm-al will need to check for retirement.

I believe this is the first time I’ve used group initiative. And I loved it. There was a bit of planning during the round, looking to optimize effects. There was tension when we rolled for the second round.

Exploring the Cave

Amongst the dung the dwarves (Mason Stone and Obexo) find an emerald hilted short sword. Mason Stone pulls it from it’s nasty scabbard of feces.

Mason Stone feels a pull towards the river. Heeding the urge, he goes to the river. The sword urges Mason Stone to submerge the sword.

He obliges, the sword then urges him to move it back and forth under water. Again he obliges.

Intraparty Conflict

Spike, wanting to restore luck, asks how. I suggest converting followers or destroying the vile Writ of Orcus.

Spike preaches to Mainge about the virtues of Ramat. Convinced, Mainge converts (and declares an intention of being a Cleric of Ramat).

Spike later has a dream that evening, of the ancient scroll of Ramat rolling into a snake. Likewise, the Writ of Orcus rolls into a snake. They entwine, and the snake of Ramat consumes the snake of Orcus.

Intra-party conflict erupts, as Spike seeks to destroy Argyle’s Writ of Orcus. A bit of back and forth. The agents of Law seek to expunge this unholy relic of Chaos.

The tipping point is the party notices that the faces of Marcus and Ralph, who are helping Argyle preserve the Writ, are sunken and have thinnning skin.

In the end, Law triumphs, as Spike and his conspirators cast the writ into the campfire.

As the scroll burns, a plume of vile green smoke erupts. The sighted characters and Argyle, in his blindness, see a goat-faced creature in the smoke. It bellows in Ancient Ramati, “Avenge This Moment.” Argyle and Spike understand these ancient words.

I ask “Which characters are a follower of Ramat?” Spike and Mainge speak up; Everyone else is silent. “You each get 1d3 Luck.”

The session ends on the late afternoon of the 13th of Spring’s Laugh (Ramaday) with the party an hour or so outside of Steelhart.

The party is fracturing as ideology takes root. We’ll see where conflict erupts next session.

In Memoriam

None. Though Ahm-al must check to see if she will be retiring in Steelhart.

A hand drawn map of a river bed. Stamped with a

The map of the battle with the troll.

Observation

With 7 players and 18 characters, I wish I would’ve had a dungeon crawl ready. But the players had massive wealth they wanted to convert to something more portable. I chose to build on that thread. I also wanted to get the characters to Steelhart (having spent some time preparing that locale).

The session was a bit slower going than I had hoped, but the characters are discovering this is a world in motion; with localized customs and worshippers of different religions around every turn. Foreboding continues to be a central theme, and I hope they will use Steelhart as a chance to research and learn more about this area of the world.

Group initiative, I think I love you. We’ll see next time. I’ll make sure to communicate the expectations and procedures to the table.

Oh intra party conflict…it is not ideal, but I want to draw attention to the tensions between Ramat and Orcus. I want the players to see that alignment is important, and mixed alignments are in natural tension.

With this ongoing campaign, and it’s drop-in/drop-out nature, I’ve upped my organizational game. I’m holding many of the character sheets and trying to find each player’s previously played character.

Follow-up

Several characters advanced to level 1. They want to see:

  • Paladin (from Crawl)
  • Ranger (from Crawl)
  • Druid (from Hubris)
  • Bard (from Crawl)

One of the D&D groups that has been playing each week is considering shifting to every other week; The GM of that game wants to play in the DCC game.

The difference?

  • Dungeon Crawl Classic vs. 5E
  • Theater of mind vs. battle mats
  • Me asking “Do you think their lying?” vs. the player saying “I make an Insight check to see if they are lying.”
  • Fragile characters vs. robust characters
  • Random tables and adventure modules vs. adventure path stories

Regardless, I’m off for the next week – my daughter has a band concert.

The Campaign Timeline Thusfar

The campaign began in the 172nd year of the common calendar.

Sequence of Events

Spring’s Breath (5th month)

  • 17th (Ramaday)
  • 20th (Fyrday)

Spring’s Hope (6th month)

Spring’s Laugh (7th month)

  • 3rd of Spring’s Laugh (Amunday)
    • Villagers travel from Oakwood Mire to Bitterweed Barrow seeking fortune (Funnel #3)
  • 4th of Spring’s Hope (Ryday)
    • Explore the Barrow of Orcus’s Writ (Funnel #3)
  • 6th of Spring’s Laugh (Loeday)

Observations

Note: sessions that I ran are not in real world chronological order. They instead reflect my efforts to incorporate players with funnel survivors into the over-arching campaign.

In reviewing the calendar, I’m noticing that there are not enough farmers now in the fields, because people are seeking wealth and riches.