Showing posts with label One-Shot. Show all posts
Showing posts with label One-Shot. Show all posts

Sunday, March 17, 2024

Temple of 1000 Swords, a Tunnels and Trolls Session Report

At my LGS’s monthly RPG event yesterday I ran a one shot using a modified version of the 5th edition Tunnels and Trolls system, running the OSE adventure Temple of 1000 Swords.

The game has 6 players, none of whom had played T&T before, but who did have experience in RPGs in general. Of the pregens the only notable one was a dwarf warrior with 66 starting strength (the TARO rule in action!)

Session Recap


After being given a general premise and goal (Go find where all these goddamn rusted swords are coming from, and do something about it!) the party started right at the entrance of the dungeon.

The dwarf managed to instantly fall into the trap set up in the entry hallway, risking drowning were it not for the efforts of the others to pull him out. This caught the attention of the duck people in the next room who mocked the party, the dwarf challenged them to a duel and won it after the duck he was fighting conceded after a few rounds of being smacked around with a hammer.

Railing up the ducks to go fight their fishy enemies, the ducks thundered off towards the merfolk section of the dungeon, while the party looted and explored the place. They were attacked by some of the iron mongrels that seem to prowl the dungeon, defeating them and getting some diamonds out of their guts.

Further exploration eventually lead them to the forge where Piotr the knight was cursed to keep making swords. They ran into Gladio, the god of the temple who put a geas/curse upon them to kill 9 people in 9 days using swords, then fucked off cackling.

The party explored some more of the dungeon, eventually finding the Hierophant that Piotr killed, taking the knight’s magic spear out of him, resurrecting him, spearing him back down, resurrecting him again and eventually him being able to get his hands on the dwarf before he could shove the spear back in him, killing the dwarf in a single attack (the party was trying to flee, so the dwarf decided to run away rather than stay and fight).

At that the party simply ran away, explaining what they could to the town council. Despite their abject failure to solve the sword problem, they were allowed to perform the next 9 executions in order to lift their curse, but were then also promptly told to leave town and never come back.

Observations


I had two main goals with this. First was the obvious - I have not run a game in months, and wanted to do something about it. On that end I obviously succeeded, as the game did indeed happen.

The second goal was getting some actual experience running T&T for a group and seeing how it feels. The aesthetics of a system can and does matter to me, and I so far have been enjoying the one T&T offers. Combat was fast, though not as fast as I was hoping (turns out adding up a whole bunch of large numbers over and over isn’t actually significantly faster than just people rolling a bunch of d20s, though it is slightly so), but it still worked pretty well.

I like Saving Rolls as a unified mechanic and how well they can work for basically anything, I like the spellcasting and I like the absurdity of how powerful some starting characters can be compared to others.

Also, as a GM, adapting the monsters in the dungeon worked out quite easily. Slapping a Monster Rating that vaguely feels right (and it does seem like a lot of it is based on vibes and how difficult you feel the monster should be to challenge in combat) and then simply using the abilities it already has was very intuitive and fast.

The module itself worked fine, and its slightly goofy and absurd premise also fit the general goofy tone that T&T often has associated with it. I wouldn’t say the Temple of 1000 Swords is my favorite OSE module or something, but I think for a one-shot at an event it works quite well and offers plenty of things for people to poke at and mess around with.

Monday, July 10, 2023

Slumbering Ursine Dunes - A Play Report, part 3

  

Summary 

I decided to run the excellent Slumbering Ursine Dunes by Chris Kutalik as a casual pick up game while I am busy with family stuff. This was the third and final session of the game.

Party Members

Followers

Spyro (Landalf's longstanding porter and valet); Brown Thomas (Man-at-Arms); Hedviga the Harridan (Woman-at-Arms); Tishomir (A level 1 War Bear), Marko (A magically charmed pirate), Jaro (A war-boar) and Milkshake (A giant lizard)

Session Recap

After 2 weeks of downtime the party decided it was finally time to try and have a go at killing Ondrej the Wereshark. They headed back into the Dunes, down the familiar path to the Glittering Tower, and after arriving there they had realized they weren't actually sure how to get to the dungeons underneath the tower so they decided to take the radical approach of....asking someone. 

Pan Orso, the majordomo of Medved's portion of the tower showed them how to get to the dungeon and wished them luck. Along the way they also went through the Kitchen and ran into the Cave Dwarf cooks, offering them some of the magical rye from the field to add to the stew they were working on.

Heading down the stairs to the dungeon the party encountered the Eld "sigil" that was blocking Medved from accessing the lower levels. After fucking around with it for a bit, getting zapped for their troubles, they decided to just move on. Once in the dungeon proper the party started exploring all the doors in order. 

First door they ran into a chest guarded by a not-too-subtle mimic pretending to be a mosaic on the wall. It flopped on top of Landalf, but managed to be quickly ripped apart by the elf, along with some help from Verasha's animals. In the next room they found some deeply ancient and crumbly scrolls, one of which, much to the dismay of Landalf, had a spell encoded in it, but was too fragile to realistically take back in one piece. 

In another room they discovered a pile of molding rags with rat skeletons hidden among the detritus, and connected to it - a series of urns containing soul juice. After experimenting with the urns and their contents and finding them mostly harmless, the party discovered a curious contraption. A reed boat facing a black wall of seemingly empty nothingness, save for the glimmer of stars in the distant Void. A way to traverse the universe (or universes, perhaps?)! 

Deciding to at least have a go of killing Ondrej, instead of just getting on the boat and going on a different (and hopefully less suicidal) adventure, the party explored some of the other doors and hallways, eventually finding a room full of suspiciously new and well-maintained ship ropes. Digging around they discovered a trap door in the ceiling and a way into the hidden cove where Ondrej and his pirates keep their flagship. 

After some futzing about with trying to get Jaro the pig to actually get up through the trap door (involving much squealing, protests and fighting on the war-boar's part) the party decided to just have a go at it, and went out into the cove. 

Ondrej greeted them as soon as they were out on the platform. He couldn't see them, but they had not been exactly quiet in their entrance. After some chitchat and a very obvious trap of him offering for them to get on the ship so he can talk with them, the party had secretly decided to just try and deal with the problem by having Hedviga and and Brown Thomas try and set fire to the ship itself. While their efforts were slow, they were starting to get some scorching and smoking from the ship's brow, which was all the provocation the psychotic Ondrej needed.

The rest of the session was one rather protracted fight. Ondrei chucked his smoldering samovar, apparently filled with some strange magical materials in it, as it produced a Sleep effect which luckily only managed to get Marko the pirate knocked out. He then transformed into his wereshark form and, along with his creepy pair of halfling "remoras" hanging off his tits, lept off the ship's prow and onto Brown Thomas and Hedviga, ripping them apart with his claws and teeth. 

Verasha slid into the water and around to the ship, using the small brazier of coals used to maintain the samovar's fire to set the pillows and other flammable objects on the deck ablaze, before jumping back into the water in an attempt to flee the entire thing (her attempt thwarted, unfortunately, by the sea's tides.) 

While that was happening Landalf the elf, now levitating safely out of wereshark range, cast another Charm Person spell onto one of the remoras, as Ondrej gleefully ripped apart Marko and Tishomir, and the party taking down the other remora and piling onto Ondrej. 

Realizing just how tough the pirate was, Verasha went back to the docks and with a very lucky roll managed to shove a sack over Ondrej's head, giving the rest of the party a round of easier attacks and making Ondrej flail uselessly in trying to hit them. He eventually fell to the party's attacks, with the charmed remora then being tied and its throat slit. 

Retrieving Odnrej's head the party went back to Medved, received their reward and session came to an end, with Verasha and Landalf heading into the reed boat and hopefully back to their own home dimension. 

Observations

So, for this session I decided to be a bit soft-touched with consequences. By that I mean that this whole foray into the Slumbering Ursine Dunes was mostly just an excuse to play some more games without needing me to do too much prep. As such I allowed some of my players to play characters from another campaign (as you can clearly tell from the character list above). 

However, it also presented me with a question - does this game "count"? Is what is happening here actually a part of the story of these characters, or just them playing those for the sake of convenience and not having to roll new ones? 

Well, for this session I decided that no matter what happens, the events of this session, essentially, don't happen for the sake of my Greylands campaign from which the two characters are from. If they died in this session, well they wouldn't. Conversely - any treasure or experience they would gain? Also doesn't happen. 

It helped endcap the general casual nature of the game that I wanted to have, so I felt okay with it and, of course, presented it as an option for the players and it was ultimately their decision if they wanted it to be this way or not. They did have to debate about it for a bit, but decided that - sure, let's go with that. 

With that in mind, the session was quite curious in that it still produced a very very tangible feel of anxiety and stress, especially in Verasha's player. Ondrej ripping hirelings apart in a single round definitely underscored the point of just how creepy, dangerous and kind of off-putting he was and the tension was enough that we had to take a break just so the player could collect their thoughts. 

There's often talk about OSR dungeon crawling being, in essence, a horror game ,but I've not seen too many people discuss how that actually plays out in practice. And how having a player that is especially empathic and sensitive to the tension of a situation and the fictional reality of going into a dark, horrible and extremely dangerous place can actually affect one's mental state. Verasha jumped off that boat and tried to swim away because, at the time, that was the only remotely sensible and self-preservational action her player could make. Because how suicidal does one need to be to decide to go back into the fight with the wereshark that rips people apart with his bare hands? 

I've talked before with my BSSS campaign about authentic emotional responses arising from OSR gameplay due to the real stakes in place during those games. In this case it was curious that even a game with, in practice, no stakes could still produce such a strong emotional response. 

That player is okay, by the way, and if anything right now sees the whole experience as a broadly positive and growing moment, but hopefully nobody thinks Nordic Larps or horror TTRPGs are the only ones that can evoke strong emotions in a player. 

General Thoughts on the Game

So, let's cap this off with my general thoughts on Slumbering Ursine Dunes. tl;dr - it's fucking great, I loved running it and my players had a blast playing in it. It's got charm, quirkiness (without becoming grating, a thin line to walk) and...well it is one of the pieces of writing that inspired me to give this whole OSR thing a try, because hey if it can produce something like this then there must be something to it!

I again highly recommend seeking it out and reading it, along with Chris's other writing both in published form and on his blog. It does not disappoint, and if anything it can be very enlightening to a GM on just how much adventure you can pack in a small and discrete location like the Dunes. 

Saturday, July 1, 2023

Slumbering Ursine Dunes - A Play Report, part 2

 

Summary 

I decided to run the excellent Slumbering Ursine Dunes by Chris Kutalik as a casual pick up game while I am busy with family stuff. We got another session in, with a third and possibly last session happening tomorrow!

Party Members
  • Landalf the Fragile - Level 4 Elf (Previously part of my Greylands campaign
  • Verasha - Level 2 Druid (Also previously part of my Greylands campaign)
  • "Crunchy" - Level 3 Thief
  • Danica - Level 2 Knight

Followers

Spyro (Landalf's longstanding porter and valet); "Mad" Mox (torchbearer and aspiring Chaos Monk); Gigurg the Man-Beast (Porter); Hedviga the Harridan (Woman-at-Arms); Tishomir (A level 1 War Bear), Jaro (A war-boar) and Milkshake (A giant lizard)

Session Recap

 With 3 weeks of downtime, but also no money or food, the party ended up having to go back to Kugelberg, where they at least had free lodging and food (if you do not count Jaromir's endless stories a price to be paid). However, before they did so Verasha the Druid had gone back out to the magical wheat rye field to look for the giant lizards. 

Luckily she did find them again, and with some food and an Animal Friendship spell one of them was put under her control and became a follower who she dubbed Milkshake. As such she also spent the 3 weeks of her downtime teaching Milkshake some basic commands, and also a "shake it!" command where it would very energetically waggle its long lizard tail everywhere. 

With a not very successful trip looking for info in nearby Marlinko also not going anywhere the party ventured back into the Dunes once more. With a clear mission to find and kill Medved's second cousin Ondrej the party naturally....went in the absolute opposite direction, deciding to instead explore the western part of the Dunes. 

Crunchy the Thief's falsified shell tokens apparently worked well enough as the party were not hassled by the centaur toll-takers, then proceeded to follow a waft of rotting meat smell coming from the south. They soon found a mysterious crack in the sandstone, apparently full of magical darkness and smelling like death. While they were debating going down inside anyway they ran into some beachcombers (not-so-secretly werebears in human form) who exchanged pleasantries and directions for various places in the Dunes.

Verasha used her Sense Danger spell to see just how bad the crack in the ground might be, and her brain nearly barfed in on itself with the overwhelming sensation of death and potential bodily harm. 

Taking the hint the party continued onwards, eventually stumbling into a camp of very colorfully dressed pirates (Ondrej's Reavers). Landalf the Elf managed to cast Charm Person on one of them, and so they settled in for some "wild pork" stew and chatted with the pirate's bossman. However the pirates had had enough and decided to ambush the party and take them as prisoners to their leader. 

They, then, proceeded to utterly fail all of their attacks and bumbling uselessly through the advantageous position they had over the party, eventually simply running away once most of them were killed. The party then went exploring again, running into a rocky outcropping overseeing the sea where they cut the ropes on the canoe the pirates had been using, and eventually stumbling into another rather more curious sight.

On another rocky shelf overseeing the sea, they met Sir Eld - a nobleman from the extraplanar evil elves, having a nice and pleasant lounge on a chair made out of a shellacked human peasant. The party exchanged pleasantries with Sir Eld (who was not in any rush to start a fight with several armed people, bears and assorted large angry animals). The conversation went some weird places, with Danica the knight asking for advice on life, to which Sir Eld simply stated "Kill yourself." and then proceeded to utterly demoralize the poor knight with a rather somber and predicable pathway of their future. 

"Well..shit. Now I kind of am thinking about maybe just killing myself." mumbled Danica after all of it.

Showing some of his more sadistic side he used some of the plegrane teeth the party had gifted him to torture one of his attendants and then politely offering to do the same with Crunchy the thief, who bafflingly accepted, and then proceeded to have a pair of sharp teeth jabbed into the palm of his hand.

Not wanting to overstay their welcome (and Sir Eld's patience) the party decided it had gotten late enough in the day and headed back to Kugelberg. Luckily for them, the pirates they slaughtered had some treasure hidden in their tent and so the party now had at least enough money to afford food.

Observations

Not much deep to observe, except that this was a rather fun exploring and talking session, with a relatively big fight in the middle of it.

The whole thing took on quite a farcical nature (an expected thing for the Hill Cantons from what I gather) between the utter failure of the pirates to do anything in a fight, Milkshake the lizard distracting people by waggling its butt so hard it tail-whipped people, and then more or less the entire conversation with Sir Eld, during which the players who play Landalf and Verasha were more or less just on the edge of panicking, remembering what the Eld were like in my own Greylands campaign (brutal and efficient is what), while everyone else was just having a genuine laugh at Sir Eld's detailed and brutal explanation as to why the noble life is not going to end great for Danica, so the knight might as well just end it now while it's early. 

Overall a great session and exactly the kind of low-stakes bullshitting that I wanted out of these filler games! We'll see how the next one goes, with only 3 players left. Probably not going to be doing any shark-fighting I suspect.

Monday, June 5, 2023

Slumbering Ursine Dunes - A Play Report

Summary 

I decided to run the excellent Slumbering Ursine Dunes by Chris Kutalik as a casual pick up game while I am busy with family stuff. Here's how the first of what (I am hoping to be) maybe 3-4 sessions went!

Party Members
  • Landalf the Fragile - Level 4 Elf (Previously part of my Greylands campaign
  • Verasha - Level 2 Druid (Also previously part of my Greylands campaign)
  • "Crunchy" - Level 3 Thief
  • Bautzen Wends - Level 2 Magic-User
  • Danica - Level 2 Knight

Followers

Spyro (Landalf's longstanding porter and valet); "Mad" Mox (torchbearer and aspiring Chaos Monk); Gigurg the Man-Beast (Porter); Hedviga the Harridan (Woman-at-Arms); Tishomir (A level 1 War Bear) and Jaro (A war-boar) 

Session Recap

The group had convened at Kugelberg, the fortified farmstead with pretentions to being a hamlet near the Dunes. After hanging out and chatting with Jaromir, the party ventured forth, through the burned forest and up the staircases that lead over the sand walls of the Slumbering Ursine Dunes and into the dunes themselves.

When the group ran into the centaur toll collector at the foot of the steps they balked at the asking price of 5 GP per person, with Crunchy the Thief deciding to load his crossbow and aim it towards the centaur (specifically, the shell token it was holding). The centaur blew the conch shell he was carrying and got into battle, stabbing and nearly stomping to death the thief, before Danica the Knight begged for a parley and a stop to the fight. The toll collector agreed, scolding the party. As the other centaurs arrived, the toll collector labeled the party as "shit starters", doubled the price for the toll to 10 gp (20 for the thief) and told  them to fuck off. 

The party then continued exploring south, looking for a magical field of wheat that Danica had heard about, however they instead managed to find a magical field of rye (much to the confusion of everyone involved). They harvested some of it, and in the process a trio of giant lizards made their way towards the party, curious as to what was going on. Verasha the Druid befriended the lizards, giving them food, scratches and just generally enjoying their company. However a shadow in the sky quickly sent the lizards scampering back into the wheat rye, along with the various hirelings the party had, as a pelgrane was circling around. It asked the party to please not run away as it was planning on eating them for an early lunch, and lunged at Bautzen, managing to take a good bite out of him, and also rip a hole in his hat. 

Verasha used some of her rope to lasso the pelgrane, successfully throwing a loop over its weird beak and with the help of Gigurg's inhuman strength pull it down to the ground (much to the creature's protests) where Jaro the warboar and the other characters killed it. Happy with their kill the party took trophies from the felled beast - its teeth, eye, claws and head were all severed. Unfortunately, as Verasha looked around for her new lizard friends, they were nowhere to be found! 

Perplexed the party kept heading south through the Dunes - Finding a black bear that was lazily meandering through the forest of ironwood and heading south, and eventually running into the old hermit Oldrich. He invited them for some tea and healed up Crunchy and Bautzen while having a lengthy debate with Verasha about the superiority of the Sun Lord over whatever pagan nonsense he perceived her religion to be. 

Oldrich also helped give them some directions - he pointed out the bearling shrine to Medved the Master (much to Tishomir's delight, as he wanted to go pay his respects there) and also directed them to the Glittering Tower of the Master itself. Thanking him, the party went to the bearling shrine, running into the same black bear from before. Tishomir went into the shrine, but the honor guard of soldier bears were in a bad mood it seemed, as they told the non-bear members of the party to all go sit down on some of the stones of the amphitheater and just wait. 

The party tried to get some information out of them as well as some banter, but the guards were growing increasingly more grumpy and belligerent, so as Tishomir returned from the shrine the party were told, in so many words, to fuck off and they did (noting that that seems to keep happening to them in the Dunes).

When they finally reached the Glittering Tower as well as the actual beach, washed by the sweet Persimmon Sea, Crunchy the Thief (who had been told earlier that the shell tokens they all had were dated to several days to several weeks before)  decided to spend time to to gather some more shells, in a plan to make forgeries and avoid having to deal with the stupid centaurs and their tolls in the future.

The party then went into the Tower of the Master, being polite to knock on doors and met Medved himself in his usual state - distracted and completely naked. He chit-chatted with them for a bit (Landalf and Verasha telling him that they had met him before in another world, but he didn't seem to register that...or much of anything the party was really saying). When someone asked if there was anything they could be of service to him, he did immedietly take the opportunity to ask them to murder his cousing Ondrej.

The adventurers, being adventurers, agreed gladly to the job, as well as securing themselves a safe sleeping space in the tower. 

With this the session ended. 


Observations

I am running SUD using Old-School Essentials (makes sense, it was written for B/X after all) and allowed players from my OSE campaign to just use their previous characters, with others making new ones. The character generation was the same as in my Greylands game, which is why characters all started at 2nd or 3rd level. 

SUD is a delight, with so many fun NPCs and interactions to have, and the players seemed to have an enjoyable time bantering with the various denizens of the Dunes, while also still trying to stir shit up as is appropriate for adventurers. The session was kind of short, but honestly that felt okay. This is very much a time-filler game, and as such it works absolutely perfectly to just let you have a space to explore, fuck around with, and do stuff. 

I don't really have much in the way of gameplay observations, except that this reminded me why I like the Hill Cantons as a setting so much, and made me seriously consider revisiting my own knock-off version of it (The Greylands) from my previous campaign, and expanding it...also hopefully making it a bit more of my own in the process.