Live game session today takes place in James Raggi's Don't Fuck the Priest, a dungeon of corpses!
Contact Information:
jay@vanishingtowerpress.com
Showing posts with label LotFP. Show all posts
Showing posts with label LotFP. Show all posts
Thursday, February 5
Sunday, March 29
Death Frost Doom Session Report #1
I always tell myself to
just breath easy, take a moment before speaking, and try not to freeze up when
there is much I must respond to immediately and anticipate its “logical”
reaction in real time. There is nary a session I have not been freaked out at
some point during play. The freak out goes something like this: What do I do? What
do I do? What do I do? What do I do? What do I do? What do I do?
So if I am spinning out
while running Death Frost Doom I conclude it must be me and not the published
module. Maybe I can’t run these “awesome” adventures effectively? This is all
rubbish of course. The only struggle, and I have had it before, is good old-fashioned
page flipping during the game. If I get caught going back through my game material
(mine or others) I start to unwind.
That is the other benefit
of recording the game sessions. I make shit up that is not true in my head and
believe it. Being your own worst critic. Little voices in your head...
The session was no better
or no worse than any other. The PCs were wary, concerned and fearful of the
place, but pushed on, nonetheless. The interesting moments of the session were
player initiated. Any bad form I could find was having to do more retcon with
the PCs than I usually must or desire. Retcon, my advice, get over it. Now if
you want to find an indicator, some mark you have become a Dungeon Master
master it is simple you never ever have to retcon during your campaign, Ever!
This is clearly not possible, but I like it as a metric. The less I retcon the
better all of us at the table are doing as far as attention and engagement are
concerned.
Change of pace. Finding
organic instances to change the pace of the action I consider important to. The
previous session was a full-on wilderness night fight with wolves, werewolves,
and the forest catching fire. Most grognards would call this a “combat heavy”
session. And they would be right! For the player’s first time spending an entire session in the crypts
there was no combat had. And I felt the players thought the stakes were just as
high here as they were rolling on the forest floor with werewolves fighting knife, tooth and sword!
If you are a Dungeon
Master curious or fretting on running DFD, the recorded session (link below)
may put your mind at ease and may spark some ideas you want to include to pick
your session up a notch. Please note, this is a recording of the live stream so there is no editing. The game session doesn't get started until 36 minutes in. Also, in another two weeks the game goes again and
there is no sign the PCS are ready to quit the dungeon so you will most likely
get a chance to see the module played all the way through? Heck, I'll even provide a link to some appropriate background music.
Sunday, March 15
DFD Hits the Table
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.
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.
And 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....
Monday, January 21
Random Spawn of Shub-Niggurath
This is a generator for creating an instant Spawn of Shub-Niggurath from Geoffrey McKinney's Carcosa:
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