Tuesday, February 10, 2015

Growing up Geek

As much as I try to be the best parent that I can be, as a gamer-dad I sometimes feel insecure in the value of my contributions.  Other dads out there teach their children about sports and coach soccer, or let their sons and daughters help with changing the oil in the car.  That’s just not me.  Ask my wife, I can’t fix anything.

When the dad across the street was building a treehouse for his two children, I was busy building a Grass/Metal deck so that I could teach my eldest daughter how to play Pokemon.  I don’t know if this means I am a good parent or not.  On one hand I’m constantly thrilled by the cool life lessons I can impart to my children through competitive tabletop gaming.  I enjoy watching all three of my kids consistently challenge themselves, whether they are playing Portal 2, Minecraft, Terraria, or a web-based math-program through school.  I also love sitting down at a table as a family, and telling our cooperative stories as we play Savage Worlds, Numenera, and The Strange.  

I often I wonder about the real world lessons that my wife and I are teaching our three amazing kids.  How are they benefitting from what we teach?  I don’t have the answer.  This hasn’t stopped me from hoping that these little lessons are instilling a magical spark in my children that will benefit them in the long years to come.  

Last April I put together a short montage on Facebook, a photo album called “Growing Up Geek” that was a tribute to our family’s “nerdy-lifestyle” over the years.   It needed a little editing, and a few more pictures, but I created it to be something special that perhaps I’d share with my daughters and son when they are older.  


Today I’d like to share it with you…


*     *     *

Growing up Geek



Growing up Geek means that an adventure is always waiting for you …

… quite possibly in your very own living room...  

… or even in your dining room with all your favorite pals!

It means playing with your Daddy’s funny toys and silly dice when you are little…

… and still playing with them when you’re older.

Growing up Geek means that you are part of an imaginative and vibrant group of people

… many of whom even show up at your house!

… it means your Daddy probably dresses a bit differently from other daddies

… and might read you some crazy bedtime stories…

… but he will always love you for who you are…

… and who you will become.

Growing up Geek means lots and lots of trips to renaissance festivals…

… and having to be careful when playing around all of daddy’s magic books.

It means that you might have a special stuffy waiting for you to finally hatch… 

… and you probably get some special Christmas presents over time.

Growing up Geek most certainly means that you get to be whoever you want for Halloween

Growing up Geek means your Daddy will always remember the very first time you sat down to play his favorite game together…

… and when you started creating your own crazy characters and adventures… 

… and when you became an enchanted storyteller all by yourself.

Growing up Geek means you are allowed to be as silly as you want...

… or as serious as necessary to win!

But never forget the only lesson you must learn from Growing up Geek.  

Childhood eventually fades away,  

 and you may feel a bit different from others around you.

This is only because you are so very special.

While some daddies help their children grow up ...

… your Daddy knew that it was far more exciting and wonderful...
… to never grow up at all.

Sunday, February 8, 2015

That 70's Game - Our Dungeon Crawl Classics Event



CAUTION:  This post is a MONSTER, in both SCOPE and AWESOMENESS!


A Night to Remember


Last night featured some of the craziest dice rolling, character antics, and terrible deaths that I've ever seen at a gaming table.  It was also an evening of plaid pants, Harvey Wallbangers, Watergate Salad, and jelly glazed meats.  After months of speculation, planning, and recruiting, it all came down to one night:

That 70's Game!

I have been talking about it since getting involved in Dungeon Crawl Classics RPG back in the early fall.  As soon as I picked up this game, which embraces Appendix N fantasy, and 70's AD&D nostalgia, I wanted to do something special.  My wife, being the incredible party planner that she is, took care of preparation.  She gauranteed an incredible evening of gaming featuring some classic snacks and drinks, and classier costumes.  




Okay, so we went a little too far with the outfits.  

But the gaming was downright epic!  For last night's event we went with DCC adventure #67, Sailors on the Starless Sea by the one and only +Harley Stroh.  This was the very first module written for the DCCRPG system, a 0-level "funnel" featuring a rag-tag team of farmers and artisans as they band together and try to free their village from the horrors of chaos.  Sailors on the Starless Sea is also the perfect introduction for new players, not only into DCCRPG, but into the role-playing itself.  

Our table featured a raucous collection of players, both seasoned RPG veterans and newcomers to our hobby.  Of course my wife has played her fair share of games, and both Frank and Andy have continuously played RPG's for years.  All three of our vets played at least one session of DCCRPG prior to this event.  Cheryl and Ed took part in my Adventures in the East Mark games with the Norwin Game Knights, and Dan used to play Dungeons & Dragons several years back.  For Anna, Sailors on the Starless Sea would be her very first role-playing experience.

Woot!  

Given that this was a 0-level funnel, I printed 28 characters out ahead of time, and gave each player 3 randomly generated commoner using Purple Sorcerer Games' online program.  This crawl began with 21 characters, and I kept 7 in reserve, just in case we had a lot of character death towards the beginning.  

Our Cast of Characters



Ed
  • Lurd, Gongfarmer
  • Dirk Gamms, Butcher
  • Jurius the Lesser, Elven Artisan
Cheryl
  • George, Elven Glassblower
  • Stinky, Dwarf Mushroom-Farmer
  • Toni, Halfling Glovemaker
Jen
  • Moe Bones, Gravedigger
  • Mary Typhus, Dwarf Rat-Catcher
  • Ben High, Dwarf Apothecarist
Andy
  • Charl, Elven Forester
  • Loman, Noble
  • Umbrin, Dwarf Mushroom-Farmer
Frank
  • Hiho, Rice Farmer
  • Bleek, Armorer
  • Daisy, Dwarf Blacksmith
Anna
  • Sonny, Parsnip Farmer
  • Cher, Cooper
  • Farrah, Fortune Teller
Dan
  • Jethro, Wheat Farmer
  • Quibbles, Elven Barrister
  • Alby Tross, Halfling Mariner

There was a lot of planning last night!

In Summary


I'm going to tell you ahead of time that this is not going to be one of my typical play reports.    It's a bit messy.  Keeping track of twenty-one individual characters and what each one does is quite a challenge.  I tried it once, back when we first played Dungeon Crawl Classics RPG, and it was a lot of work.  Essentially I had to log a note each time that someone performed an action, and very often was asking "who did that again?"  

The other complication last night that impeded my ability to do a full play report was the constant flow of libations.  I made a pitcher of Harvey Wallbangers, and we had a lot of great beer.  Needless to say, all of the character actions started to blend in towards the end of the game.  

Oh, here's the recipe for the Harvey Wallbangers… but be warned, they are strong:

  • 3 parts vodka
  • 6 parts orange juice
  • Pour over ice
  • 1 part Galliano, floated on top
I mixed the vodka and orange juice ahead of time, and kept the Galliano near the table.  


Cadence is towards the east of the map

A Short Play-by-Play


As a note, I used the Tannryth: Realm of … Something setting from Quattro con Carnage for this adventure.  

Our quivering, fearful band of pitchfork wielding commoners approached an ancient fortress near the village of Cadence, on the eastern wilds of Tannryth.  The villagers had been plagued by terrors that would steal innocent people in the night and transform them into horrible monstrosities.  Loman, a local noble, led this posse to a fortress long rumored to be a source of chaos.  He was not a trained soldier, nor were the other twenty members of his band, but they had their wits.  

Upon reaching the edge of the fortress, the party considered their options for entering the structure.  The raised portcullis at the main gate seemed tempting, but a collapsed wall along the western edge seemed safer, especially if the forces of chaos were waiting.  Charle, an elven forester, was sent up the broken wall alone.  He succeeded in triggering a rockslide that stabilized the great stones.  When a stray rock struck Charle's head, killing him instantly, he died satisfied of his contribution to the team.  

The dwarves of the party noticed that there was a gap in the collapsed wall, leading to a tunnel below.  The team entered this area, coming across a sealed door.  Farrah the fortune-teller read the ominous runes, that foretold of traps and terrors.  Jethro the wheat farmer had a sharp eye and noticed a small flame trap connected to the door.  Jurius the Lesser, an elven artisan, had clay, and plugged the hole.  After hefting the door to the side, an icy crypt was revealed.  




The crypt's floor was covered in ice and the chill inside the room would mean death to anyone spending a few moments inside.  A duck attached to a rope was sent in as a scout, but after slipping and freezing to the floor, the team yanked it back, it's wingless dead body stowed in a sack for future use.  Someone came up with the bright idea of making torches out of cloth, oil, and a nearby bush.  These torches allowed the party to clear some of the ice away.  In the center of the room was a great stone slab, and a dead body clad in terrible hide armor holding a monstrous battle-ax made of meteoric iron.  

Jethro continued to search the room, noticing a door on the opposite side.  Unfortunately, when Jethro tried to check the door for traps, he uncovered something "shocking."  The rest of the party watched in terror as the party's sharp-eyed wheat farmer touched the door, started shaking violently, and died.  Not knowing of any other way to open the opposing door, and not wanting to leave the room empty handed, Sonny the exceptionally strong parsnip farmer grabbed the cursed axe, while Moe Bones the gravedigger donned the suit of cursed hide armor.  

Before leaving the chamber, Mary Typhus the dwarven rat-catcher pushed the dead body off of the stone slab and climbed on top.  When she laid down she instantly froze to death.  

Oops.

Back at the top of the broken wall, Quibbles the elven barrister surveyed the scene inside the fortress.  There was a massive, open maw fifty feet across taking up a quarter of the field, a well, a burnt structure, and a door leading into one of the towers.  There was also the portcullis with two adjacent towers. 

The team chose to investigate the great chasm first, sending Umbrin the dwarven mushroom-farmer close to the edge.  He was tied off with rope, so when the ground gave out, his fall into the void was only fifteen feet.  All around the dwarf were howling souls and spirits.  The nearby well was equally perilous, and anyone who stepped close to the edge had to resist a compulsion to cast themselves into the darkness.  

While investigating the well, George the elven glassblower fell to the ground, choking on blood and clutching a spear sticking out of his chest.  Two terrible beastmen were nearby, having crept out from the guard tower near the portcullis.  The party charged and took these two, and after slaying them grabbed their weapons.  The spears would serve as better armament than the shovels, trowels, and quills the party carried into combat.

The party next checked out the charred structure to the east.  It was a burned down church of chaos, with a strange and eerie frog-god statue situated above a black and inky pool of ooze at the center.  Grabbing the meager resources left behind, including some chain mail suites and a few mace-heads, when the commoners went to investigate the pool, it lifted up and started to attack the party.  

It was a tar ooze, and Ben High, dwarven apothecarist realized that it would get more powerful if it were lit on fire.  This, of course, was after someone already lit it on fire.  Miraculously, the party made short work of the ooze.  Loman's blade, while not completely effective, cut severed a quarter of the ooze while Sitnky the dwarven mushroom-farmer's "mace-head in a sack" splashed the tar into oblivion.  

Next the team headed over to the main tower of the structure.  Quibbles listened closely to the door and heard grunting and squealing inside.  Instead of marching in, the posse searched the southern wall revealing a secret door.  Upon entering, there was a long path, leading up to a band of beastmen led by a "minotaur", having a live pig for lunch.  The corridor was blocked by collapsed wooden beams, but Daisy the dwarven blacksmith quickly bolstered these with her tools.  Considering their numerical superiority, and number of missile weapons, the team decided to charge down the hallway, throwing spears, mace-heads, and daggers at the beastmen, followed by melee engagement.  

The plan worked… sort of...

The thrown weapons dropped half of the beastmens' numbers, including the "minotaur".  But when the melee characters ran into the tower hall, they tripped a wire, sending ceramic jars of acid tumbling towards their feet.  Dirk Gamms, Toni, and Daisy melted into the floor.  Surprisingly, Sonny, who had been wielding the cursed battle-axe, should have died in the acid.  How he dodged the jar was not known, but he must have made a deal with something, for he appeared somewhat… corrupted with corpulence… after the battle.  The remaining beastmen were easily slain by the posse.  

[GM's Note:  at this point, for those of you familiar with Sailors on the Starless Sea, I had to trim several encounters for the purpose of time.  We had about an hour left in the evening, and I wanted to wrap things up without a cliffhanger.  So there were several alterations even to the last encounter.]

There was a stairwell in the tower, leading down into the depths below.  Much to Sonny's dismay, the party decided to send his beloved cow down the stairs first, hoping that it would disarm any traps.  The cow slowly moved down the first few steps, and then tumbled several hundred more.  The rest of the party followed after.  At the very bottom, five hundred feet below ground, Sonny was thrilled that his hardy prize cow was still alive!  It managed to tumble down all of the stairs, and then across a small subterranean beach, and then into a massive underground lake.  It would've made its way out of the lake too…

… if not for the tentacle that reached up and yanked the bovine below the surface of the water mid-moo.  

At the center of the subterranean lake was a small pyramid, and on top a band of beastmen shamans performing some kind of rite.  Crossing the lake would be difficult, especially with the leviathan lurking below the water, but there was a boat!  A rune covered ship rested just off of the beach.  Searching an alter on the beach, the party noticed two important objects: a ring and a candle.  The ring was on the finger of a long dead individual resting nearby.  Grabbing this, Farah the fortune teller revealed that if was the Band of Fire, an enchanted ring created by the mighty wizard Sezrakan.  Noting that this would turn grant spells to anyone, Lurd the gong farmer donned the ring.  

When the party lit the candle, the boat moved towards the shore.  Most of the posse boarded, but a few stayed behind, including Moe Bones, Cher, Sonny, and Farrah.  Once everyone else was on the craft, Alby Tross, the halfling mariner, guided the vessel towards the pyramid.  The base of the pyramid was covered with beastmen, but one side seemed to have only a few guardians.  Alby parked the boat just off shore, allowing a missile strike on the shamans.  Lurd lobbed a magic missile towards the beastment spellcasters and Quibbles threw his quill.  

This angered the animated chaos lord standing near the shamans!  The chaos lord jumped down onto the party's boat and started to cause hell.  Alby directed the boat back towards the shore, but not before seven beastmen jumped aboard as well.  For some reason Loman did the opposite, jumping off of the boat and onto the pyramid's shore.  As the boat moved back to land, an epic battle raged.  Lurd, Ben High, Bleek, and Hiho all fell to the beastmen, but the terrible creatures, including the chaos lord, were no match for this ace team of farmers.  As the entire cavern started to collapse, Alby led the boat to shore, and ordered the team to retreat back up the stairs…

… to victory.

Unfortunately, there was one more life lost during this quest.  Poor Loman, leader of the group, made the unfortunate decision to jump back onto the pyramid's shore earlier.  As his "ride" floated away, he tried swimming after it.  But halfway across the waters he felt a tentacle grab his foot.  The noble of Cadence did his best to battle the beast, but was no match.  

The leviathan was not impressed.  The noble was not nearly as tasty as the cow.  

Quotes from the Evening


"That's another thing.  We have to get the cow over the wall." - Dan's interest in the cow started early.

Dan - "Do we have any food?"
Ed - "We have a side of beef!"

It sounds like we gotta crack it open... without any thought." - Dan knew exactly how to play DCCRPG.

I think we should try the sail with the other duck."  - Frank discussing how to use the party's varied resources.

"There is some life-sucking thing, right?  There was something about life-sucking?" - Andy was trying to recollect the writing on the door.  

"I thought I could get some kind of power." - Jen after letting her character lay on the slab. 

"So… are we just with Quibbles to serve papers?" - Ed wondered why the party had an elven barrister on this mission.  

"Don't eat the man-meat!" - Jen is wise.

"Can we put a duck or something in it?" - Anna… again with the ducks.

"We beat the tar out of it!" - Andy's cry of victory over the tar ooze.

"I think if we threw a cow in there, they would be distracted for a long time." - Anna… now with the cow again.

"The hunk of beef!" - everyone… after realizing that Dirk Gamms, butcher, still was carrying around a potential source of beastman bait.

"They're all tripping on acid." - Jen clearly described the acid-jar scene.

"The 'Amulet of Mondays'…" - Andy named the Minotaur's torc aptly.

Jim to Anna - "Is it a riding cow?"
Anna to Jim - "Any cow's a riding cow!"

"There's an off chance at this point that the kraken is petrified." - Ed was pretty sure that the party's antics could have scared the great submerged beast away.

"Do we want to give the cow a luck roll?" - Jim, after the cow took a tumble.

"Yes, Quibbles, you've been brought here for a reason!" - Dan, after realizing that Quibbles' quill was one of the only weapons capable of being launched 50 feet… his quill-dart.

Jim - "You're not on the boat?"
Anna  - "Hell no!"
… and thus the party's two greatest warriors, Sonny and Cher, each with a 16 or 17 Strength stayed behind for the final battle.  


Gravestones


The Crematorium


  • Lurd - Stabbed with a beastman spear on the boat
  • Dirk Gamms - Dissolved in acid
  • George - Impaled by a thrown beastman spear
  • Toni - Also dissolved in acid
  • Mary Typhus - Decided to freeze to death on a cursed slab
  • Ben High - Stabbed by a beastman on the boat
  • Charle - First death, stray rock hit his head
  • Loman - Eaten by a leviathan after choosing to not board the last boat home
  • Hiho - Skewered by a spear during the finale
  • Bleek - Kebab'd by a beast man
  • Daisy - Dropped by acid
  • Jethro - Fumbled a trap search, to a shocking conclusion

Ed's Dice Tower!


Saturday, February 7, 2015

Do You Want to Build a Recursion?



The Recursion Codex


In case you haven't heard, Monte Cook Games' Recursion Codex is live!  

If you aren't familiar with the term "recursion", chances are that you haven't read or played Bruce Cordell and Monte Cook's fantastic, world-bending game The Strange yet.  I've written about it before, and its definitely worth your coin.  Recursions are at the heart of The Strange: pocket universes, some that could fit in an apartment and others the size a continent.  Adventurers in The Strange travel from recursion to recursion, solving mysteries, fighting crime, or joining brave Jedi knights as they battle Darth Revan…

Oh… did I not mention that recursions are the mechanic that makes your entire gaming library a sourcebook for The Strange?  I'm sure I wrote about that last month when I blended Dark Sun and Sherlock Holmes.  

With the option of limitless worlds of adventure, you can bet that creative fans would be crafting their own recursions, and Monte Cook Games committed to creating a home for all of these designs.  During the Kickstarter for The Strange, back in 2013, one of the stretch goals was an online database where anyone… ANYONE… could publicly post their very own recursions.  This Recursion Codex is now live, and you can go there right now and find an interesting new world for your own Strange campaign!

Initially I was nervous about putting my own world online, but after Monte Cook Games announced their Strange Recursion Design Competition I felt compelled to share one of my ideas.  So last night I posted my very own recursion: Frazzle Fern Forest.  Think of it as a single level of a 16-bit, co-op, go-kart racing arcade game, hijacked by a gang of import-tuner driving, illegal street racers.  

That's right… its The Fast and the Furious meets Mario Kart Double Dash.  

But there is a lot of awesomeness on the Recursion Codex that's worth a look!  Here's just a brief sampling of some of the awe-inspiring recursions brought to you by the fans of The Strange:

  • Apocnarokageddon, by ConnorJames, is perfect for doomsday fans who can't choose an apocalypse.  This one has pretty much all of them happening at once.
  • Celtechnia, by Filbanto, is a land where Celtic myth meets up with cybernetics. 
  • Saturday, August 8, 1998, by +Andrew Marlowe, just your ordinary, all-American town where every day is exactly the same as the one before.  Exactly.
  • Sugaria, by Rokei, is just amazing!  Want to be a walking piece of sentient chocolate?  You can do it here!  Very detailed and well crafted!
  • The Factory, by +Matthew DeKrey, a mechanical victorian structure where man and machine endlessly toil.  

After only a few weeks the list of recursions is incredibly diverse!  So if the creative bug has bitten you, make sure you head over to The Recursion Codex right now and start putting your own worlds on display.  All us crazy Strange fans are waiting to see what you come up with!

  


Wednesday, February 4, 2015

Quattro con Carnage - Session 7 - Numenera

Cyphers, Swords & Sorcery


Well here we are, ladies and gentlemen, nearing the end of this crazy road.  We've come full-circle.  We've experienced three systems together, and its time for one last Quattro con Carnage escapade as we shift over to Numenera.  We also borrowed some rules from The Strange, Numenera's sibling, also driven by Monte Cook Games' Cypher System.  It would be fair to say that this entire experience, from Basic Fantasy RPG to Numenera sprung out of my sick and twisted head when I was trying to consider whether or not the Cypher System could mimic that classic feel of an OSR type game.  Certainly the rules and mechanics are nowhere near similar, however the light and fast rules of the Cypher System allow for greater game-master flexibility.  So if a GM wants to invoke a certain tone or feel in a game, they have an easy rules system to do so.  

If you aren't familiar with the rules in Numenera, here is a quick primer on the dice-mechanic.  For every action, from climbing walls to stabbing monsters, the GM determines a difficulty on a scale of a 1 to 10.  The player then decides of he or she has any advantages to use, such as special training in a skill or a one-use technological item (called a cypher), to reduce the difficulty rating.  Once this number is settled upon, the player needs to roll higher than the target number times three.  

For example:  Jeremy's character Umbrin is going to climb up a steep wall.  I, the GM, determine the difficulty to be a "5".  Jeremy states that Umbrin is trained in climbing and has a grappling hook.  The training reduces the difficulty by one, as does the grappling hook.  The new difficulty rating is "3", so Jeremy needs to roll a "9" or higher on a twenty-sided die to succeed.  

Instead of traditional ability scores, characters in the Cypher System have three pools:  Might, Speed, and Intellect.  Points from these pools are spent to fuel abilities, power-up attacks, and reduce the difficulty of rolls by spending "effort."  But overspending can be dangerous, as these same pools also serve as "hit points!"

There are a lot of innovative and interesting mechanics in Numenera, and if you'd like to get a closer look, they have a wonderful website full of resources.  Want to learn how to play Numenera?  There is even a YouTube video!  Furthermore, if you'd like my full perspective, I recently did a blogpost titled "Why You Should Play: Numenera".  



Going Quattro



For the purposes of running a traditional fantasy campaign I made a few cosmetic adjustments to the Cypher System rules, but for the most part left everything the same.  There are three "types" in Numenera, base classes that serve as a character's core source of abilities:  Glaive, Jack, and Nano.  Rather than re-skin these as "Warrior, Rogue, and Wizard", I decided to keep their original names to help other, Cypher fans follow along.  
Cyphers have a magical source of energy, instead of a technology base, and all Nano esoteries are arcane in nature.  

Unlike previous weeks when I had to build several of the characters for players who did not have the proper materials, I was very excited that everyone in my group was able to crank out their own PC.  I allowed each player character to start at 2nd Tier, but I did not allow them to start with any cyphers.  Two of the transitions actually surprised me: Lomman and Rydian.  Lomman, who had been a crusading type for much of the campaign, was built using the Jack type, which typically represents a jack-of-all-trades.  I was certainly expecting a crusader to be more of a Glaive.  Andy decided to go full-wizard with Rydian's build, completely ditching his archery skill, and any semblance of fighting ability that comes standard with an OSR elf.  

Dramatis Personae con Carnage


Umbrin, played by Jeremy
A guard-for-hire from Tannryth once in the employee of a wealthy Archon
  • a Hardy Glaive who Looks for Trouble

Lomman Senan, played by Marc
A devout crusader of Ogmios looking enforce some "justice healing"
  • an Honorable Jack who Works Miracles

Rydian Ornitiar, played by Andy
An Aarenian relic-hunter who longs to recover a lost family artifact
  • a Mystical Nano who Wields Power with Precision 

Jorin Everlast, played by Craig
A pilfering initiate to the Embrace who just "made bones" 
  • a Clever Jack who Works the Back Alleys 

Drogos, played by Andreas
Dwarven blacksmith, last survivor of Happenstance, and holy convert to Ogmios
  • a Tough Jack who Masters Weaponry


Umbrin Saves the World


Our brave adventurers were splashing about in a deep pool of water at the very bottom of the Lost Chasm.  Just a few moments before, all five heroes took a massive fall from far above, and were now seemingly trapped.  With only a faint glow coming from the Ever After hundreds of feet above, and no obvious way out of the pool, the party started to fear that all hope was lost.  But then, a brilliant green form appeared above the party.  

It was the Queen of the Ever After!

The Queen thanked Rydian for his forced service, as he brought the Iceshard Wasting and Horn of the Ice Demon to the depths of the Lost Chasm.  Now that the two items were immersed in the waters, they slowly faded away.  Quickly, the capricious Queen changed her mood, and she instructed the party that they would be a proper meal for her ethereal children.  

"Good day," the Queen stated, as she started to fade away.  

"But…" whispered Rydian.

"I say good day!" the Queen snapped, and completely faded away.  

Just then, the low and guttural moans of hungry spirits echoed above, and three spectral forms began to drop onto the party.  The appearance of these ghosts caused a terrible fright amongst the party, and when they finally came into physical contact, the ethereal fingers had a painful cold touch.  Lomman drew his holy symbol while Umbrin communed with Sashiria.  The enchanted sword told the warrior that it would be in their best interest to go underwater and seek out the "Sea Horse Statue."  That would be the only way to escape the Lost Chasm, other than the long way: climbing out.  

Considering the possibility of climbing out, Rydian used his new Cutting Light spell to blast a handhold into the stone walls.  But after a quick snap of light, the spell tore through the entire wall and revealed a much larger chamber on the other side.  Also on the other side was a new spectral form.  Umbrin was now busy slashing with his sword while Lomman was firing smiting blasts from his symbol.  Rydian fired his Cutting Light at the newly revealed spirit, and when struck, the spirit grew some new, living flesh.  This gave Jorin a target for his daggers, which the little halfling chucked towards the ghost.  Surprisingly these drew blood!  These "Ghosts of the Lost Flesh" actually seemed to gain flesh and bone with each damaging strike. 

Eventually the battle ended, and the party started to recover.  During the battle, Drogos climbed through the new passage and discovered a large mushroom along the wall with some magic buds.  Once the battle was over, the party traveled to this area and Rydian spent some time with the buds.  Each possessed a strange arcane ability (cypher) that could help the user at a later time.  

Around this time, the party started to consider Sashiria's idea of swimming down below.  Somehow, however, this idea of swimming caused Lomman to think of frolicking.  Frolicking thoughts led to thoughts of scantly clad elven ladies for the weak-willed Cleric.  Immediately Ogmios was in Lomman's mind, and his terrible disapproval forced the priest to reconsider his deity of choice.  

[GM's note:  maybe it was a little unfair, but I threw a GM Intrusion at Marc, and twisted Lomman's Savage Worlds Hindrance (Quirk: Constantly Thinking about Elven Ladies), so that his god disapproved and he would need to roll on the Dungeon Crawl Classics Disapproval Table.  I'm evil.]

Since climbing up was next to impossible, swimming down would be necessary.  Rydian used his Cutting Light spell to illuminate the area below, but almost succeeded in cutting off his… toe.  Drogos had a darkvision cypher (and swimming as a Jack flex skill) so he popped the bud and began to swim down into the depths.  Twenty feet down there was a passage to the right, leading into a large chamber.  At the center of this chamber was a massive jade seahorse statue, with glowing red crystal eyes.  There was also a pocket of air above the seahorse.  Drogos swam up, got a breath, and started to swim back.  Just outside of the statue's chamber, however, Drogos let out a bubbly yelp!

Umbrin was starting to get concerned.  Five minutes passed and the party's curious dwarf was still underwater.  Stowing Sashiria across his back, Umbrin swam down into the pool.  At the very bottom of the Lost Chasm, beyond submerged corridors to the east and west, was a dead end and a terrible bottom feeder.  

It was a Dire Oyster! 

The warrior saw a wriggling dwarven foot poking out of the horrible mollusk's shell.  Umbrin grabbed the shell, and started to lift, using all of his might to pry the shell open.  Once freed, Drogos pulled himself away, and swam to the surface, with Umbrin not far behind.  

"Was there a pearl in there?" Drogos asked nonchalantly.  

The party decided that they needed to go investigate the statue as a group, so everyone swam together into the chamber.  Lomman moved closer to the structure and felt a pulse of old and terrible power.  The cleric believed this to possibly be the old sleeping deity known as "Magrizt the Evil Sea Horse of Doom!"  

The rest of the group swam up to the pocket, discovering a much larger cavern above.  Rydian started to climb up, but his loud usage of Cutting Light to blast handholds disturbed the bats above.  A great swarm came down and chewed on the elf for several moments before returning to the cavern above.  Lomman came up to the pocket as well, and started climbing up into the bat's cavern.  

At the top of the passage, however, Lomman accidentally fell into a Dire Land Oyster's mouth!  

The rest of the party scrambled to get their priest free.  Looking down, Drogos noted that there was one part of Lomman that wouldn't be oyster lunch: a single severed left hand.  Umbrin again played the part of hero, as the warrior pried the mouth of the oyster open, and yanked Lomman free.  Once the crusader was wiped clean, his hand was brought over.  Umbrin, trained in healing, used some light tools to "nail" the two bones together, and then plucked Drogos' dwarfy chin whiskers to help sew the hand to Lomman's wrist.  Once the hand looked properly aligned, Lomman cast a curative spell and the wounds were healed!  The rest of the party decided this was a good place to rest, and everyone hunkered down for a few hours.

There was no other way out of the cavern, which meant the party would have to deal with Magrizt's statue.  Drogos swam back down, and started investigating.  But when the dwarf tried prying the jeweled eyes free of the jade body, the water around the statue began to drain away.  It was then that the statue spoke!

Magrizt was very clear that he was hungry, and that he could help the party flee the Lost Chasm in return for a sacrifice.  The head started to move about, looking at Drogos, and then up to the rest of the party in the cavern above.  Umbrin tossed the giant oyster down, and it landed right in front of Magrizt.  

"It is all for you… it is an offering!" Drogos called out to Magrizt, and then walked forward towards the statue.  

Of course Magrizt figured that the "offering" consisted of dwarf with a side of dire land oyster, and so the statue's head snapped forward and gobbled up Drogos.  With the party's dwarf only a couple bites away from death, a tough choice had to be made.  Another offering would be required.  

Again it would be Umbrin to the rescue.  The Hardy Glaive took one last glance at Sashiria and then leapt down into the chamber below, sword pointed at the mouth of Magrizt.  But instead of stabbing the giant jade statue, he deftly placed the sword in its mouth as a new "offering".  With a magic and intelligent sword, Magrizt felt appeased, and he let Drogos free.

The rest of the party climbed down the wall and picked up the party's dwarf.  True to his demonic word, Magrizt opened a passage at the back of the temple, allowing the adventurers to travel out of the Lost Chasm.  

"I win!" proclaimed Umbrin, as he left the dungeon's depths.  

Most Notable Quotations


"It's 'ooh shiny' that you can actually play a campaign in, instead of a bunch of one-offs." - Marc describes Quattro con Carnage.  

"So Rydian is a Mage-y Mage who Mages?" - Jeremy had a good handle of Rydian's build.

"It's a water level!" - I felt bad saying this to the players.  

"Oh crap, my mace is made out of glass!  New plan!" - Marc forgot that his family's ancestral weapon was transformed last game.  

"There was no swimming as a dwarf… there was only 'nearly dying' every time." - Surprisingly Drogos didn't mind playing 'scout' for the group, which meant swimming… a lot.  

Jim, freaking out about 4 systems in 8 weeks - "I cannot keep straight Constitution, Stamina, Vigor, and Might.  I can't do it anymore!"
Marc - "That's what you get!"

"I thought I got away from that damned mechanic!" - Marc was none too thrilled when Jim showed up with the Dungeon Crawl Classics book and the Disapproval Table.  

"Everyone make a spot check… I mean a notice roll… I mean an Intellect Roll for Perception!" - Jim kept getting confused.  

"It's your turn to be in the clam!" - Andreas to Marc.

"Would he take a sacrificial clam?" - Jeremy had an idea to appease Magrizt.  

"If I had a nickel for every time I heard Drogos say 'a little help'…" - Marc had a point.  

Behind the Schemes


Okay I admit it: I was winging it for most of this adventure.  

I mean, who else would come up with a Dire Oyster other than me?  Actually this was a planned "ad-lib" session.  When I wrote the Savage Worlds portion of the adventure, I knew that Magrizt would be at the very end, and that he could potentially attack the party.  I started building the demon statue, but only came up with some basic Savage Worlds stats.  I didn't really have anything else designed.  But I knew that one of the adventures in this series of eight needed to be a random, on-the-fly kind of evening, so I picked last night.

The ghosts I were improvised, the same as the magic mushroom, the two oysters, the bats, and pretty much everything about Magrizt except for the idea that he could be an old god that had a wicked bite.  

It was crazy that this adventure felt, to me, to be the most "old school" of the bunch, at least when it came to the tone.  

"It was certainly the most cruel!" said Marc.  "How many times did we roll a '1' and suck up a GM Intrusion for free?

This was true.  We ended up having five rolls of a "1" through the evening.  Statistically impossible, but great for creating an amazing story!

Hey, how about Umbrin?

That was a pretty amazing evening for Jeremy's character, who spent nearly four sessions quietly not hitting anything.  Tonight he was the absolute hero of the day! 

So one game left for Quattro con Carnage… well, one final session with me as the GM.  

See you next week!

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All of the fun so far: