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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, 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!