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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, March 5

Random City Folk for your Fantasy Streets

I found this half completed list for a random generator. I think it is cobbled together from disparate lists I found on other gamer's blogs. The purpose is to give me a quick NPC when the Player Characters decide they want to hit up a local for some information. This should give you enough details to make the encounter a worthwhile one.


Generate me a random city (or town) folk with a light dose of flavor!





Tuesday, February 25

A Present of, and a Review of Castle Xyntillian by Gabor Lux


Gabor Lux is a fantastic person. He is undeniably generous. His output under the Echoes from Fomalhaut label numbers 60 individual publications spanning more than a decade of OSR creations. This not only makes Mr. Lux prolific, but an artist who has printed content throughout the history of the OSR movement from 2003 to the present. His blog Beyond Fomalhaut should be recognizable to most OSR aficionados and needs to be added back into my blog’s recommendation list. His zine Echoes is comfortably weird and always worth a read.

So, this guy is mind-numbingly good and a great example of how gaming product should be made when offering to the consumer-at-large. I recently purchased EMDT 57 The Nocturnal Table from his line. I wanted another generator for random city encounters and this 2019 digest-sized release looked like a smart choice. Well, really, I knew it would be a smart choice because it is from Gabor and Gabor’s shit does not suck. The price was very affordable considering the book was coming from Hungry and the bouquet of DIY chewy usefulness packed between the pages. And it was an extremely fortuitous time to order as well. Seems my transaction was his 1,000 foreign commercial exchange and Gabor acknowledged this by sending me a beautiful hard-bound copy of EMDT 60 Castle Xyntillan, a 131page OSR adventure tribute to Judges Guild’s Tegal Manor. Tegal Manor is known as an original example of a “funhouse” dungeon, a module packed with interesting, unpredictable encounters with a loose or even no overall relation to another.

It is not a small book, not digest size. More like hardcover catalogue size? The cover art is original, a Peter Mullen creation. There is a liberal amount of original and public domain art and uses the wonderfully efficient presentation of two-column text on white paper for easy reading and scanning.

Image of The Nocturnal TableBesides a large dungeon the book includes 5 pages of useful tables, a DM’s traditional tool which has come of age. Ordered in a sensible method these pages are there to squirt out hirelings and NPC’s with personality and information. The duplication and addition of maps, another sign of OSR haute couture, is present throughout the book, including the end cover pages. The addition of interior end cover pages with the castle’s map is something you cannot get from a Drivethru POD and gives a traditional publishing house a reason still for living; providing a print run tailored to a ttrpg adventure book. Castle Xyntillan has been designed for the Swords & Wizardry game and is suitable for 1st to 6th level characters. Castle Xyntillan has been designed to be versatile, open-ended, complex, and accessible. This module should provide ample opportunities for exploration, confrontation, and subterfuge. Whether you would like a dungeon for one-off expeditions and convention play, or repeated forays and full campaigns, this book should suit those demands.

Seeing as I have recently acquired it, I cannot divulge the value of the majority of the book, the keyed dungeon itself. But it has been extensively play-tested. You know this because the introductory pages list all the Player Characters (not players) that survived and died in their forays through the dungeon. It is a long list. Besides, it is Gabor so you know it must be good. The cherry on top of this lovely book is the location marks for each and ever Player Character which died in the dungeon. The big spreads on the end pages contain the dungeon maps and the location and name of the dead PC is placed on the map. There even is an MIA list, adventurers who’s fate remains unknown. Sweet.