Contact Information:

jay@vanishingtowerpress.com
Showing posts with label Rom'Myr. Show all posts
Showing posts with label Rom'Myr. Show all posts

Tuesday, November 10

What are the Slaves Doing? Roll 1d8

1. Three Slaves and a Prostitute are beating a merchant behind a wagon.

2. Six Slaves are carrying the funeral litter of their former master. They have actually replace the corpse with valuable silver from the late master’s house. They plan on digging it up later.

3. Twelve Slaves are digging a hole. They know not what their master expected to find, but if the city guard sees what they are doing...

4. Four slaves are enjoying Yellow Lotus. Never trying it before their zonkers and have hardly touched the bag.


5. Two Slaves are beseeching a Priest of Toil to take them in and free their tormented souls. Zoari may find them useful…

6. A slave is afraid to deliver the “package” his master ordered him to do. He asks the PCs to do it for him. The contact is supposed to hand over a bag of gold in exchange, but the slave fears the rogues will slay him out of hand. But adventures as hard as you surely could walk out with the gold. The package is a mummified heart. Have fun with that!

7. Slaves of a Temple Priest are spying, looking to ferret out rival operatives and informing their masters! Karathsepo, the Lady of Torment, the Desirous Succubus has one of her slaves contact the PCs. She is looking for an opportunity to poison Silla Korafasa yet keep the Church’s hands clean. Could the PCs be of service to the Church of Toil?

8. Playing dice to pass the time while chained up here in the alley. They invite the PCs to have a few throws. If any of the players jumps into the game, one of the slaves will whisper that their master is away and if they free them, he will show the PCs where the valuable silver is in the house.


Thursday, October 29

The PC Party Returns to Rom'Myr

 Yes, finally. After trekking the multi-verse and getting a trans-arcana sun tan the PCs have managed to get themselves back to home base. 


Well close enough. This Dying Earth homebrew started in the city of Valla'Tair. They popped out on the windy peaks of the Yonni'Hor mountains a good sevens days east of their favorite sword & sandal city. They are eager to take care of unfinished business in Valla'Tair. Hopefully they will keep in mind "business" is a two-way transaction!

Here is the edited audio session for your nerd-geek listening pleasure on anchor.fm, and of course The Vanishing Tower Press podcast is on all your favorite podcaster.

Rom'Myr Dying Earth Episode #31 on anchor.fm






Sunday, May 24

Rom'Myr the Dying Earth - Currently in Averoigne.

Latest video at Vanishing Tower Press studios is up. Uncut version of session #25 of the High Fantasy epic which is grudgingly being dragged out of our bleak sword and sandal word of Rom' Myr and has spent most of the campaign time in Clark Ashton Smith's Averoigne. It is has been a long and turning path and the linkages between the two realms is little understood. Fortunately the PCs are of a single minded purpose of meting out justice against their enemies. If they could only come to grips with them!

 

Sunday, March 15

DFD Hits the Table



Image result for death frost doomThe virtual table, all my gaming these days is virtual. Online, video hangouts. And it has worked well, extremely well over (fuck me) 8 years now. I got hooked up on line with gaming again in 2012. And one of the most talked about adventure modules at the time was Death Frost Doom by James Raggi V. I passed on buying it at the time. I thought, what's the use? Everybody and their grandmother is playing it right now. Then some time later a new edition was released in some kind of package deal. I got Monolith, NSFW, Tower of the Stargazer(?) and the much talked about Death Frost Doom. Good adventure, I thought, for what it does. Evocative as all get out, and the possibility of world-ending events being triggered... Definitely good material in here to be used. But I haven't got a place to use it right now. In my current campaign. Some point I will, but it isn't today.

And there it has sat until this morning. My dowdy band of murderhobos got themselves into a scrape with a large horde of werewolves. The mercenaries had been overrun or had fled for their lives. The forest was well on its way to being engulfed in wind-driven flames and more werewolves were closing in. Murderhobos doing what murderhobos do, they fled. Not blindly. They had passed a boarded up hunting lodge before the terrible confrontation which had just shattered their armed troop. It looked sturdy enough. If they could just make it there, urge their wild-eyed horses on one last directed gallop, before the living fears of myth overtake them all.

The lodge is safely reached. It is not the cabin in the module. Here is a look at it;

Much bigger. 
Stocked with bear traps, hunting weapons like spears and bows. It is indeed a good spot to defend from. The rooms are quickly tossed and a trap door is found in the floor of the Great Room. There is also a thick book. It is pages on pages of names. They change over time, in fact the sweep of names covers thousands of years! The earliest names are in a language unknown. Not till the end of the book, representing the last two hundred years or so, are they comprehensible. These contemporary names continue until the last three pages where there are no signatures. Only row upon row of a bloody fingerprint. The blood now long dried these last few pages appear as some gory stamp book.

Heated discussions break out between the mercenary captain, the Marquee and Father Piedmont. The Marquee is adamant he will not quit the field until he has routed or captured the evil cultists behind rash of kidnappings. He seems in a complete state of denial over being attacked by werewolves. "Nothing but bandits in wolf skins!" I tell you, we go back there in daylight. You'll see."


Father Piedmont worriedly looks out one the Great Room's windows again and again. It is agreed the first thing to do is undue the padlock on the floor hatch and see what lies underneath. It is a 50' shaft down. Straight down into DFD! Fuck it, I'm using it. I'll figure out how to tie in the OSR cultists cum werewolves and their WolfMother petty-god later. If there is a later. 

To be fair, several players identified the location just in the first hall approaching the first door into the dungeon. But none of the players had actually played in it. Good, I'm getting to drag fresh souls through one of the most reviewed OSR modules to date.

Image result for death frost doomAnd that is where we left it. They did get in to the first two rooms which has them in the large, evil encased chapel. And we did leave with some disagreement within the party on what the next move should be, but it is Mq. Chabentaeu's resolve to have revenge against these fiends (cultists) which seals the deal. No murderhobo is going to appear as a coward. Especially in front of an NPC!

So I'm pretty satisfied with this cold open for DFD. Plenty of detail within the book to tie the death cult's religion from the module to the leading adversaries currently running amok in the campaign world. I can work out these "pantheonic" loose ends. The Cleric and Paladin are feeling obliged to uncover the nature of the evil lurking here while the jewels and gems just found are keeping the thief and the assassin in the game. Oh, yes, we even have a 1st level character along. The player of tragic La Batard returned today with his gentleman thief and rake. An Averoigne fop who is good with his rapier. The cleric is 3rd level (damn that Bless spell would be useful to have) while the rest are 4-5 level dudes. Not fragile, but the groups magical firepower is currently found only in the paladin.

Two weeks until next session. I already have a good idea to tie this site location in with the already established big bads. Otherwise I just need to pour over the pages of this black masterpiece all over again. Weep for me not....




Image result for death frost doom

Saturday, March 14

Perhaps a session report on the eve of a Feast of Blood

I am all pumped up for tomorrow's game so I will spend some of this nervous energy on a session report. 



The girl did pay, after all. Violet was handed over to her parents, the Marquee and Marquees de Chabentaeu, in a catatonic state, but at least in one piece. That's better than Liam Neelson did in A Walk Among The TombstonesThis netted the group 2,000 gp, a windfall they haven't seen since first session over a year ago! The Marquee, impressed with their gritty and grim bearing, offers them employment. His town is beset by kidnappings, missing persons and murder out among the farms. Merchants are leaving town. He needs to bring an end to these mysterious threats or he will lose his position of Warder of Le Frenaie. They have returned his daughter from these seemingly unknown kidnappers. Of course the Marquee has many questions for the PCs. It comes out the Marquee is a proud man, and set upon revenge against any who slight himself and his family name. They must lead him against the kidnappers. He will gather the militia. Piedmont has a mercenary troop the Golden Ray camped nearby. They shall provide the additional troops needed.  

The PCs say sure, they haven't much else in mind at this point, and arrange for rooms at The Crossed Swords. The local rat catcher is in the common room on a three-day bender. He is spending his "life" saving because the end of days is upon them. 


With the better part of the day and evening in front of them the group decides to pursue avenues of espionage. The local priest of Zotar deserves a visit. This Father Piedmont is obviously agitating for a vote of no confidence in the Warder. Perhaps they can weasel into his good graces as well. They are carrying a writ of authority they found, from the ArchBishop of Vyonnes himself! They show this purloined writ to the local Zotarian and let Piedmont know they expect his assistance if called upon. The mustering of the militia tomorrow is discussed and Piedmont decides he will join the hunt!

Lumin catches a street urchin for some errand duty. The poor, dirty wretch is writing some graffiti on a barn wall. It says "She's not my mommy!"

"Here boy, take this missive to the Marquee." The one-handed cleric gives the boy the note and some silver to run the message over to Mq. Chabenteau. He thinks it is a good idea to let the Mq. know Father Piedmont will be on this upcoming expedition into the local wood, known around here as the Tanglewood.  Varidell is a suspicious sort so decides to shadow the urchin and make sure the boy does as he is told. 

Toth and Lumin want to visit the local Drune Fortune Teller. She promised a free reading, she sensed the hand of the fates laying upon them. The Blue Moon Curio Shoppe is easily found and the gypsy-like crone sees them to her reading room. Toth lingers in the front room, listening to the reading while the crone pours over Lumin's outstretched hand.

But it is a ruse! Black treachery! The Drune grabs hold of Lumin's arm and holds it fast while an assassin springs out from behind the beaded curtains which concealed the room beyond. Garrote in hand the assassin quickly begins to choke out the cleric. Toth is set upon as well. Another assassin comes out from the kitchen baring a the would-be assailant is clueless on Toth's terrible martial reputation. Jyfrith, the Hammer of Justice, flicks out instantly and swings like lightning in Toth's hands. The assailant is crushed like a beetle, gout of blood pouring forth from open mouth and crushed sternum. 

Lumin continues to struggle with both the Drune crone and the cutthroat. He grabs for his Blood Knife, but not until Toth delivers a roundhouse with his hammer to the Drune's face can Lumin find the leverage to bury his eldritch knife deep into the unknown thug's eye. Before they both could say, "What the hell was that about?" Varidell's whistle can be heard outside. This is usually a sign the group's lead slinker was in dire straights.

The two holy warriors race out into the rapidly darkening evening and close in on the sound. They find Varidell rolling in the dust of an alley, three werewolves closing in for the kill. Blood pours from his savaged shoulder. Magical and silver weapons in hand, one werewolf is slain and the other two driven off.

My memory is fuzzy on this, but somehow the PCs became aware of Jankula Ansulex living in Le Frenaie. This stranger is responsible for at least Cree and Varidell finding themselves in Averoigne through unknown magics. The odd scholar provides Varidell with a potion "Guaranteed to cure the disease of lycanthropy."

Tea is brewed and the group shares secrets and information with Jankula. He is convinced gates from other worlds have been opened into Averoigne and alien beings mean to pass through and conquer all! "The ruined palace must be the source of the dimensional portals. You must return there. You must close these magical gates or the world as we know it will be destroyed," insists Jankula. 

"Leave the Negamancer's globe with me," he requests. "Perhaps I may be able to make it serve our ends. I will return it to you in the morning before you all depart."

Sunday, March 8

More Images from the VTP House Game

Toth and Lumin are beset by OSR cultists in the Blue Moon Curio Shoppe
To the right we can see Toth
under the mind control powers
of the vampire Clitus Dorvitte. 
The vile undead leader had the pious 
Paladin smash the skull of his alley - La Batard!

Jankula Ansulex postulates on the possible dooms which will befall Averoigne. He also forgot that when in deep thought he absent-mindedly masturbates in public. 




The rat-catcher of Le Frenaie on his last debauch before the end of days.

Varidell executes the magically held soldiers of the Marque.

This is a witch know as "The Three-Who-Are-One" preparing to create another Changeling from the corpse of a child.

The Paladin Toth and the Cleric Lumin battle the apparition Aladonie and her animated marble snake.

Varidell is ambushed in an alley of Le Frenaie by three werewolves.


Thursday, January 23

Patrick Stuart's Sky-Stone-River Place

Is an obscure PDF, no longer available, containing a very entertaining dungeon filled with opportunities for climbing, swinging and yelling in a vast cavern filled with toppled templery and mosaic birds. 

My Rom'Myr Dying Earth campaign was built around this adventure module as the start location. Firstly, because I think the adventure is hella-cool. I knew I wanted to run it as soon as I skimmed the plain text doc. The other is because my OSR Homebrew setting used the Thief class as the base character class. If you don't qualify for any of the other six classes you are a thief. And with thieves having a high Climb Walls ability, the only  ability they can really exercise with some assurance of success, is a perfect match for the dungeon's interior environment. 

The campaign has moved on from the starting location, obviously, in the last year and a half, but before more daylight appears between that glorious opening and the current campaign's direction I would like to honor this original freebie with my own illustration of the water-warped temple.


Sunday, January 12

Death in Rom'Myr

The last session was a continuation of coming to grips with the denizens of the Pale Knight's Palace. They had indeed returned to the Aticorn with the 8 threads from the vampire lord’s cloak, and the creature of Faerie did release the party from the peculiar geas laid upon them. But they had left the young Violet behind in the nightmarish palace. None of the warriors could look each other in the eye if they left their potential meal-ticket lost and uncashed. So instead of pushing on to the realative safety of Le Freniae, the party turned around and marched back to the ruined structure which just last night held an alien conclave and was racked by terrible explosions. The daylight did little to relieve the gloom saturating the steep, forest hollow. Once inside they wasted little time plowing to the room of dragon eggs and the broken throne room. The 3 eggs which were left behind last night appear now to be gone. The throne room was appropriately barren, but the unbelievable events which overtook the group last in this room left behind signs of the awful reality which had transpired. 
Clues wrapped in a dropped communique hinted at deep conspiracy on now a cosmic scale. But nothing yet seen prepared them for the colossal marble snake coiled in the center of it’s room of rampage. Not a hallucinatory dream after all. Stone it was made and still it breathed and slumbered. Above the beast, as if suspended like an acrobat, the silvery beauty, the alien and powerful Aladonia floated like a billowing cloud over the rubble. Her advisory, the grotesque talking hair-skin thing, was no where in sight. An unoccupied alchemy lab provided insight on the child-snatching which they were bearing witness to. Their bowels turned to water as a closing, suffocating trap threatened a TPK and still no sign of the lovely Violet. Questions dogged their every step; what with the stealing of children? What was the significance of multiple dimensions filled with strange beings? And how was all this going to pay? 

Monday, August 12

The Rom'Myr Drawing pad

I've picked up the pen in an attempt to draw my way out of VTP paying for game art. Matter of fact my soon to be released first ever OSR module is stacked with my drawings. These are not them. Drawing practice consists of sketches from my online OSR Dying Earth Campaign. Here is a mix of PCs and NPCs, very few pictured worked so far considering the amount of NPC interaction the group has had in ten sessions.












Wednesday, August 7

YouTube/Hangouts Live Stream, What I did...

With the disconnect between Goggle Hangouts and YouTube's Live Event function I had to find another way to record my live sessions. I will miss the ability to Live Stream my sessions, but capturing the entire session on tape is my default DM notes I reference, establish canon with my players and use for verisimilitude in game session prep.  Much higher priority.




My first hit, and the only software I have used so far, was Camtasia. It sells for more than I want to spend, but with little time before the game I took advantage of the 30 day free trial and began to familiarize myself with its capabilities. It captures your computer screen and allows to edit this content and convert to video. This part of the software worked just fine. I hit record and did not hit stop until the three-hour session was over. Everything was there. Some spot editing and then I went for upload to YouTube. I believe the inevitable crash is due more to the capabilities of my laptop rather than Camtasia. Either way, it figures into Camtasia as a "no-buy" for me. Conversion from "project" to video file is expected to be slow, but it was going to be a ten-hour(?) process to upload. No way this works. But I tried a couple of times with a couple of different formats and unsurprisingly the process choked and "closed unexpectedly". I then stripped the audio from the video, added a title page, and then went for it. This time I had the format as avi. It went up rather quickly considering. Now I and the players can listen to the session replay at our leisure.

I really like the audio format. TTRPG's are theater of the mind anyways. As a fan of radio broadcasting it didn't take me long to warm up to the idea. I started dropping in images related to what was currently being described, but I'm not sold on that. Title Page, sure. If I do include images it will sparsely done.

So I get the original "tape", video and all, upload audio only. For now. And I still need to "cast" about for a more affordable option.


Sunday, April 28

OSR Race Rules

I took a shot at cobbling together race rules for my BFRPG Dying Earth campaign by hacking apart AH's Circus Maximus chariot game and today they were put to use. 


All four entries forgo attacks on each other and blazed down the track, speeding through the turn and burned it to the finish. Imagine that, the PCs long shot (actually one of the PCs was the long shot) came in first for the win!

At the same time this was going on the rest of the PCs were in the city getting ready to go with their heist they joined at the last minute. Split party doing major game stuff at the same time.  I've gotten at ease with running a split party over time and I think it is an exciting dynamic when it emerges out of play. Yes it is more "efficient" to have the party together to maximize some PC to Play ratio, buut there is fun to be had switching from scene to scene at cliffhanger moments. 

As far as the race rules they did an admiral job. I need to edit them for a set of rules which don't contradict themselves or make illogical play mechanics, but the concept and ease of use did come through to me. I think I'm on the right track.

And a good concept trumps all I think. This race track episode showed that yes you need rules which work, but having a straight play-balanced tactical challenge isn't necessary for a role-playing game. Good guidelines and like a race, just move it along fast. Same with the heist. Every good heist flick has the "unforeseen complications" which spring up mid-operation. Just like the race, keep the action going. PCs shouldn't have time to debate the next move. Guards are coming, goods aren't were they where supposed to be, someone arriving who should have been long gone. Change the weather, make someone go missing and not show. Pile on the complications until it turns into a flight through the city doing your best to recreate that scene from Heat but with daggers and arrows. 


The brief street scenes did give some brief moments for the PCs to catch their breath and figure out how to make all the chaos pay. I don't think I'm going to give them a breather :)

Wednesday, November 28

Running Rom'Myr for Hobbsapalooza

An online weekend of live play, Hobbsapalooza is open to anyone who wants to play or run games online for three days starting this Friday! I will be using this opportunity to see if I can get a Friday night game of BFRPG going to try my own Dying Earth setting of Rom'Myr. Being late evening for the east coast I can easily see this game not getting off the ground, but fingers crossed...



The Google Drive document the Hobbsapalooza link above sends you to is where you write in the games you want to run or play. The administrator will copy your DM submission into the Player sign up page when "approved". This is a small online con, but knowing Hobbs & Friends it will only grow every year. So come on down!