Hex Generation

Being a game designer and small press publisher wasn’t enough for my friend James. Now he’s launched Hex Generation, by means of which he can hold forth on game design, role-playing games, 80s-90s goth and pop culture. So you can tell it’s going to be a variegated tapestry from the get-go.

James kicks it off by posing a pair of queries: how do the GMs out there use dice in their games beyond their intended use and how would you modify the grappling/overbearing mechanic for Basic/Expert Dungeons & Dragons described at the end of the post? The person who makes the best suggestion wins a copy of Ann Dupuis’ Night Howlers.

[Carrion Crown] In Defense of the Beast

Trial of the Beast coverThis week in Carrion Crown, joined by newcomer to the game and old friend Geoff (Andris Kreitov), Annie (Grift), a Dan (Sir Horace Gunderson), Toby (Solis and his eidolon Gea) and Tyler (Alexandros Callimachi) and GM Hunter arrived in the city of Leipidstadt just in time for the Trial of the Beast.

Even traveling with a full assortment of caravans, carts and followers on foot, the remaining four days to Lepidstadt seemingly take no time at. On arriving in view of the city, the Crooked Kin break away to find a place to pitch camp and attract some of the idle gawkers swarming the area in hopes of seeing the Beast burn in the Punishing Man[1] being built in the main square. Ringmaster Kaleb wishes the travelers well and thanks them again for their aid in the unhappy affair of Elise. Should the adventurers need any assistance the Kin could provide, they will find them somewhere around the city.

Back in the city of his birth, Solis leads the way through streets the teeming throngs of people packing Lepidstadt for the trial to his parents’ home, a respectable townhouse neighboring the university campus. Once the awkward introductions are powered through, the Lightwatchers offer a place to stay for those who need it; Grift makes noises about lodging at the Mundungus estate. The idle chatter also reveals more news of the Beast of Lepistadt: it was captured after breaking into the university, where it tore up a building and somehow stole a statuette, despite being subdued on the scene by the city guard. With belongings stashed, it’s time to discharge their final obligation to Professor Lorrimor.

After asking around at the University of Lepidstadt, they find the workshop of Montaign Crowl still in disarray. The professor sifts through the wreckage when they arrive. He is saddened by the news of Lorrimor’s passing — they don’t mention the probable foul play — but gladdened by the bequest of books to the university. He is outright astonished when Solis produces the golem manual purchased from the Unfurling Scroll in Ravengro, a university-owned tome which somehow found its way off campus — way, way off campus.

Crowl scrawls off a series of bank drafts: one for the delivery of Lorrimor’s bequest to be redeemed with Embreth Daramid, executor of Lorrimor’s estate and a judge in Lepidstadt, another for Kendra Lorrimor at Gunderson’s insistence for the purchase of the golem manual and another for a jaw-dropping 5,000 gold pieces to split among the party, also for the manual. There is a fleeting moment of regret in pointing out Kendra’s contribution to the recovery of the tome.

Dr. Crowl’s attention is consumed with restoring his workshop to order. He doesn’t have much to say about why the Beast chose his workshop of all the places in Lepidstadt filled with precious, fragile things. Callimachi scoops up scattered volumes and begins organizing, skimming them as he sorts.[2] The others follow suit. What they find mostly confirms information already learned.

After cleaning the workshop, the opportunity to examine the Beast’s path of destruction presents itself. A magically alarmed back door was ripped open. Heavy hob-nailed boot tracks crisscross the floor. The Beast seems to have burst in, stomped into a lecture hall and leaped down to the lecture stage from the gallery. Grift notices one of the upper windows seems to have been disturbed, but nothing’s broken. Almost as though someone let themselves out that way.

Curiously, the only thing missing is a sea sage effigy. Crowl describes it as depicting some sort of being hunched down, clasping its knees, almost glowering from its tentacled visage.[3] And despite the trail of debris through the workshop and lecture hall, the Beast managed not to disturb any of the other highly fragile objects arranged around the effigy in question. Crowl muddies the water further mentioning how the Beast remained quiet during its capture, in spite of its obvious feats of strength in breaking into the university.

Everything learned at the scene of the crime suggests that something doesn’t quite fit. The group floats the idea of interviewing the Beast directly. Dr. Crowl suggests they might volunteer to assist the defense, as Lepidstadt appears to have a completely crazy pioneer legal system where any bumpkin from the cabbage lands can swan in and lend a helping hand.[4] Crowl asks that if they happen to speak with the Beast, might they inquire after the sea sage effigy. It wasn’t found on the Beast’s person when it was captured.

At Daramid’s home, the judge takes care of the bank draft and brings up a task of potential interest to the travelers: the case against the Beast. It’s accused of killing children, villagers and a doctor, setting fire to a sanctuary for the disturbed and blinding the doctor’s assistant. And stealing a statuette. Embreth wonders if the deck hasn’t been stacked against the Beast, given the peculiarities at the crime scene, lack of positive evidence tying it to the three incidents — two villages and the sanctuary on Karb Isle — and the fact it somehow drew one of the most incompetent public defenders in the city.

Judge Daramid already has one agent on the case, Andris Kreitov, a local tracker of some repute. With the trial preliminaries concluded and three days of testimony to go, she’d be happier with some eyes and minds in the mix. And if anyone asks, she’s not involved. Naturally, as that sort of involvement would compromise her ability to adjudicate fairly in the case, being one of three judges on the bench.

“You want to help? Why?”
“Justice, Gustav.”
— Sir Horace knows all about justice

Kreitov is found at his lodgings in the city by the simple expedient of Sir Horace hollering his last name into the crowded common room, The tracker happens to be partaking of a simple meal. He’s young, curiously impassive for his age. Everyone talks rings around who their employer is before decamping to a more secluded spot, an alleyway which Grift recalls for its particular dampening effect on stray shouts. Notes on what Daramid told them all compared, the five set off for the courthouse, to meet with the defense, Gustav Kaple, and the defendant, the Beast.

“And at second level, you get mage hand with happy ending.”
— no context for you

The barrister comes off more than a little inexperienced. He stammers. His wig is askew. He’s not terribly up on his law. When the question comes up “Why were you chosen for this case?”, he doesn’t even have a good answer for that. When Solis brings up the question of whether the Beast is even considered a being capable of committing murder of its own free will, Gustav blinks perplexedly at the notion.

That vacant facade of an expression on the lawyer’s face doesn’t dissuade Gunderson from grilling him further in the details of the case, then suggesting maybe Kaple needs some time in the city baths to look good and relax before the proceedings tomorrow. At first the lawyer isn’t even bright enough to take the out when it’s handed to him on a silver platter, but by the end of the conversation he’s caught on and thinks that Horace’s way with words could sway the courtroom like no one else. Gunderson doesn’t immediately jump on board with this suggestion.

“Next time, don’t skin an elderly beaver and try to make a wig out of it.”
— Grift to Gustav Kaple, Esq.

As duly authorized volunteer junior members of the Lepidstadt Justice Squadron,[5] the adventurers make their way to the Beast’s cell in the courthouse cellars. It’s chained to an iron chair, bolted to the floor in the middle of an iron cage — possibly the drunk tank pressganged into service. The Beast is quite subdued for something accused of wanton murder, arson and rampaging through the streets. It doesn’t respond to prompting at first, seeming not to care about how it feels — even in light of the visible effect of truncheons about the head and shoulders — or give any indication of hunger or thirst. At most, the Beast rumbles “Didn’t do it” and “Go now?”

Solis’ practiced eye confirms the Beast is magical. Probably a flesh golem, as it seems constructed out of a half-dozen different beings, most notably having the arms of an owlbear. Puckered stitches draw the Beast’s mouth into a permanent sneer. Whatever the Beast did, as a golem it did so on someone else’s orders — excepting for those rare times with golems go berserk of their own accord. The Beast is unsurprisingly mute on the topic of who last issued it an order or what that might have been.

“Lepidstadt’s legal system seems to run on bribery and ‘enh.'”
— Sir Horace

Given the confirmation of suspicions about the Beast’s nature, the next step is to interview witnesses. Karl Tapers, former assistant to Doctor Brada of the Karb Isle sanctuary, now lives by himself in a cottage on the river’s edge. He gets on quite well by himself, blinded as he is. Grift leads the conversation, finagling his way into Karl’s confidence with a fictitious past. He is surprisingly upbeat, all things considered.

The night of the fire at the sanctuary, all he saw was an enormous shadowy figure shambling through the flames. The fire itself seemed to come out of nowhere. No one ever determined its cause. Many patients died in the fire, while Dr. Brada’s body was never found.[6] Horace brings up ghasts repeatedly, but Karl takes no particular notice. A few gold pieces are left where Karl should find them — presuming he navigates by touch.

Already outside the city walls, it seems sensible to move on to investigating the scenes of the Beast’s alleged crimes. A year ago, it picked up ten residents of the village of Morstadt before being driven off into the swamp, assumed to be dying. Three surviving villagers from Morstadt are the first witnesses the prosecution plans to call.[7]

“Does anyone have Perform (Banjo)?”
“I have Pretty Mouth +10.”
— Hunter and Annie

After an eight mile slog through the marshlands, the investigators find Morstadt a sorrowful cluster of slanty shanties. To their surprise, they also find Lazeen, the village elder who was reported to be testifying for the prosecution quite soon. The elder has the manner of one who easily maintains an easy, simmering rage all his waking hours.[8] He lazily chews a wad of swamp grass in one cheek. Grift attempts to do the same as a friendly gesture, but is completely unprepared for the repugnant taste and odor. He retches up all the grass and more, much to Lazeen’s amusement.

Lazeen confirms much of what they ask. The Beast came at night, taking villagers one by one. Then it progressed to attacking the hamlet itself. In response, they lay in wait up in the boneyard. When the Beast came by, they drove it into the water as it screamed and cursed, promising revenge. That last detail caught everyone’s attention, as the Beast in the cell was barely verbal at all, let alone likely of promising vengeance against anyone. Further, the elder relates, a blood caiman surged out of the water, savaging the Beast and dragging it off into the swamp. This doesn’t jibe with the complete absence of scars or other wounds on the Beast currently held in Lepidstadt.

It takes persuading, but Lazeen takes the adventurers to the boneyard itself, a stretch of marshy ground rising up out of the swamp. Fetishes hang from every branch of every scrawny tree or shrub on the glorified sandbar. Gea takes notice of a curious sort of nest wedged in the branches of one tree. They steer the boat to land as far from that nest as possible.

In the scrub, they find not only a hidden boat, but in the gunwales discarded clothing and a roll some leathery material that, on inspection, turns out to be a human face. A rope secured to the boat leads to a submerged sack in the swamp. The discoveries are ever more grisly, as the sack holds a lantern, gag and rusty knives. Then Gea finds the leather doctor’s bag thrown away in the brush, stocked with a full set of surgical implements decorated with silver and amethysts.[9][10]

“Sounds like a great date waiting to happen!”
— Annie on the “goodie” bag

A shout from Andris catches everyone’s attention. At least half a dozen graves lay open in the boneyard. The markers give no indication of how long they may have been there. Apropos of nothing, Callimachi notices that the water flooding the graves and local acidity may contribute to slowing the decomposition process.

And then the shadowy winged figure lazily flies out of the nest on which everyone’s kept one nervous eye. What could it be?


[1] Let’s be honest. It’s a wicker man and if we’re very lucky, Christopher Lee will get his kilt on and sing “Sumer is i-comen in! Ludé sing cuckoo!” as someone burns.

[2] Geoff, while not part of the action yet, wasn’t short on ideas.

[3] As in: this guy.

[4] Even if counsel for the defense isn’t incompetent.

[5] No badges were issued.

[6] It was around here that Annie posited the doctor was behind it all.

[7] The first suggestion of disposing of all the proscecution’s witnesses didn’t fly.

[8] “A slimy Jack Palance,” Annie suggested.

[9] Is someone operating on lycanthropes?!

[10] Also . . . remember footnote 6?

Free the Suppressed Transmissions

Suppressed Transmission was a column written by Kenneth Hite for Pyramid, Steve Jackson Games’ role-playing magazine. For more than 300 columns, Hite frolicked through the fields of history — real and alternate — the occult, paranormal and high weirdness. It was time traveling reptoids one week, the six faces of Jack the Ripper the next. It was a little bit historical fact, a little bit delirium and conspiranoia. Plot seeds, characters, campaign frames, you name it, Hite made them out of the oddities of human civilization for your inspiration and role-playing pleasure. It went on like that for years. And it was most enjoyable. Then Pyramid‘s format changed, the column ended and — this is the important bit — the archives became unavailable as subscriptions ended.

You can still get a taste of Suppressed Transmission through the two collections sold through e23, including the previews available for both. The collections comprise about three dozen columns each from early in the run. The material is heavily annotated and cross-referenced, so those two books have a lot of value added in compared to the columns as they were originally published.

I bring this up because a little over a year ago, I and some other ardent fans of Suppressed Transmission — Chris Helton, Jürgen Hubert and Stéphane Gallay, among others — kicked around the prospect of a grassroots effort to convince Steve Jackson Games it would be worth their time and energy to collect and release the unpublished columns in some format or other.

Jürgen in particular began a “Where I Read” thread on RPG.net in which he read through and commented on theSuppressed Transmissioncorpus. He’s up to number 123 as of this writing. And that’s out of just over 300 columns. Skim that thread. Look at the panoply of madness those columns cover. If those ideas tickle your mind, just remember there are so many more to be uncovered in a full collection.

As is the nature of topics of conversation on the internet, the fate of Suppressed Transmission has come round again. The state of affairs hasn’t changed much. The publisher has to see that releasing the rest of the columns in some form is going to be a money-making proposition. For that to happen, there has to be a rise in sales of the existing collections — both in PDF, only the second still in print.

Rally round the flag and support the movement to show there’s a market for a complete Suppressed Transmission collection. Hop in forum threads, talk it up with your friends and most importantly, buy the books! At the very least, they make for entertaining reading and at the very best, they offer oodles of ideas to cram into your role-playing games.

Spring Meltdown Gaming Recap

Last weekend was all travel and bustle for me. Saturday, I made it out to Lyndonville for the Green Mountain Gamers’ Spring Meltdown. It was a full, full day of gaming for a lot of people. I got in more than I expected, to be honest. My enjoyment of board games has been on the wane for the last six months or so. Still, I found myself sucked into the enthusiasm and wound up trying three games new to me.

We recorded an extrasode of Carnagecast on the ride home. Check out A Dark and Stormy Night — which it was — to hear what people thought about games like Power Grid: The First Sparks, the utterable elements of a Fiasco game using The Ice playset, the inevitable bouts of Battlestar Galactica and Prêt-à-Porter.

Additionally, here are some more recent thoughts on the new games I played during Spring Meltdown. I’ve had a little more time to consider things since the ride home, so the opinions are a little riper, though still based on those initial plays.

  • Nefarious is a game by Donald Vaccarino about mad scientists crafting inventions. It’s about choosing among actions to design things, generate cash and realize the inventions, thus earning victory points. There’s a whole speculation element I didn’t really get that involves placing minions on action types, which earns money based on the actions in a turn that one’s neighbors choose. I got how it works, but I didn’t see how it tied into the mad scientist theme; minions go spy on rival inventors, maybe?
  • Lords of Waterdeep was probably the break-out hit of the day, as it has been everywhere it appears, going by the chatter in the social media spheres. I didn’t expect to like a worker placement game at all, but somehow this one worked for me. It has a satisfactory level of complexity among the different parts — meaning it’s pretty light in others’ view, probably — and I enjoyed the high fantasy adventure theme. The mechanics have very, very little to do with Waterdeep or the Forgotten Realms, but adding the theme prompted me to give the game a shot.
  • Tobago I’d sort of played in the past — or been taught how to play, at least. After narrowing down the location of treasures by playing cards that specify where on an tropical island they might be — “next to the biggest forest,” “not in a river valley,” and so on — then tear around to claim the treasure before anyone else. It wasn’t an unpleasant way to spend the end of the night while waiting for my ride to wrap up her game of Prêt-à-Porter.

[Carrion Crown] On the Road to Lepidstadt

Trial of the Beast coverThis week in Carrion Crown, Annie (Grift), a Dan (Sir Horace Gunderson), Toby (Solis and his eidolon Gea) and Tyler (Alexandros Callimachi) and GM Hunter embarked on the first steps of Trial of the Beast.

With the spirits of Harrowstone put to rest, the adventurers take the opportunity for some rest and leisurely study and preparation. This allows them to also fulfill Professor Lorrimor’s final request to his beneficiaries that they take time to help his daughter Kendra put the household in order while she determined what to do next with her life and the professor’s substantial legacy. The young woman decides to stay in Ravengro and do . . . things. Things which she must surely find a satisfactory way to pass the time. Darius Carfax St. James, archivist and spinner of tales, elects to stay behind in Ravengro as well, and weave the epic of the cleansing of Harrowstone.

Horace Gunderson shows his studious side, poring over the tomes destined with Lepidstadt University: On Verified Madness, Serving Your Hunger, Umbral Leaves and the Manual of the Order of the Palatine Eye — the last was secured by a sturdy lock, but Gunderson displays his prowess in the area of traceless burgling there. Not even Solis can make sense of the manual’s text, as it was thoroughly encoded.

Meanwhile, Callimachi satisfies his curiosity about some of the odder elements of the Harrowstone affair. Consulting Lorrimor’s library and brethren at the temple of Pharasma, it seems the very first haunt experience and Gibb’s purported possessions were the work of the Splatterman, seemingly strongest of the ghosts in his abilility to reach out beyond the prison walls.

Before setting out on the road to Lepidstadt, the travelers resupply, availing themselves in particular of the wares of Ravengro’s apothecary and general store.[1] Finally, with a crude map tracing the route clutched in one hand and the name of their contact at the university, Montague Crowl, ringing in their ears, they take the first step on the road. Or their mounts do, because everyone very sensibly purchased a horse from the local farrier — excepting Sir Horace, who spent the time being smug about his cherished[2] Gundersteed.

As they travel, the landscape slowly changes. More ruins appear on the horizon. The land becomes marshier and less idyllic than the rolling lands around Ravengro. A light drizzle becomes their constant companion. By the second evening on the road, everyone is thoroughly dampened and ready for whatever rest they can find under a convenient tree. Until they come across the traveling carnival.

“The Crooked Kinfolk,” the legend on the side of one caravan declares. Others go on to describe the fantastic acts and attractions to be found within. All the Kinfolk seem clustered on the side of the road, murmuring and showing grave concern as the adventurers pass.

The Wolf Boy, according to a mural, curls in a ball on the ground, weeping. Touched, Grift reaches out a reassuring hand,[3] which the feral boy finds terribly comforting. His sobs subside and the rest of the carnival is rather touched by the scene.

Out of the crowd emerges Kaleb Hesse, clad in the ringmaster’s red long-tailed coat and high boots. He explains that Elise, one of the “pinhead girls,” a trio of sisters with microcephaly, was found missing when the troupe prepared to end its rest here. Callimachi’s inspection of the tracks suggests the girl wandered off into the fens.[4]

Being either the kindly sort or easily cowed into following the herd, the four travelers strike out into the marsh to find the lost girl. Elise’s trail finally dead ends in a clearing scattered with errant’s bloom, a wild gray-white blossom. While Callimachi scours the ground for a sign of the girl’s passing, a spine-chilling scream echoes through the night. Gunderson and Calllimachi think the voice must be that of poor Elise, but Grift and Solis detect an inhuman quality to its timbre.

When the second scream comes through the air, Grift mimics it almost perfectly, to no reply. But the direction from which the scream comes seems to be moving, shifting to the west.

Callimachi takes point as they fan out into a sort of V formation, heading  north and curving to the west. As the screams continue intermittently, everyone becomes rather suspicious. Finally, the screams sound no more, not even when Grift tries to elicit more. Shortly, the group comes upon a still pond in the tall grass. Only the rock Grift throws disturbs the surface. A second light-enchanted rock thrown into the water by Callimachi reveals nothing.

As everyone watches the rock illuminate absolutely nothing in the pond, there’s a shimmering, crackling sound to the side. Grift turns to find himself face to face with the wrinkly visage of a crone, craning forward from the impossibly huge, black bulk of a giant spider. Its fangs sink deep into the boy’s shoulders, pumping in venom even as the blood gushes forth. In response, Grift’s mouth spews froth as he drops to the ground.

Abruptly as it appeared, the spider shimmers and disappears again. Callimachi suspects it’s a phase spider, capable of moving between the material and ethereal planes at will to ambush prey. While he tends to Grift with a healing potion, which manages to do its work before he vomits up an enormous glob of venom, Gunderson, Solis and Gea turn their attention to the phase spider. Sir Horace strikes a mighty blow to the spider and anyone paying attention is surprised it didn’t drop dead there and then. Worse yet, it responds in kind, sinking its poison-laden fangs deep in the fallen nobleman’s neck.

The unpredictable pattern of the spider’s attacks throws everyone at first. Eventually they learn to ready themselves for its reappearance and strike then. When Solis goes to provide Sir Horace with resistance, the phase spider savages the summoner terribly.

Even when the spider is finally vanquished, its legacy lasts far too long. Gunderson and Solis are wracked by its poison, despite administration of antitoxin and healing magics. When they at last overcome the toxin’s effects, they both have the pallor of coming close to death. No one escaped the phase spider unscathed, but some clearly had it worse than others.

Scouting the area around the pond and clearing finally reveals the spider’s lair. The trinkets found amidst the charnel of its past victims are poor consolation for the final discovery: the body of Elise. Callimachi sets about collecting stones for a cairn for the spider’s past victims while the others assess the beast’s horde.

Later, they emerge from the fens bearing Elise’s body and the severed head of the phase spider. The Crooked Kinfolk are heartbroken by the dismal fate of their collective child. As tokens of his appreciation, Hesse offers two gifts: an enchanted silver dagger[5] and the companionship of the Kinfolk on the road to Lepidstadt. Solis takes charge of the dagger. Everyone agrees that the journey remaining would be more enjoyable and safer in the company of fellow travelers.


[1] Why were either of them selling tanglefoot bags or alchemist’s fire? Who can say. We didn’t complain.

[2] And yet horribly abused, to hear Gunderson recount his journey: “I gallop all day.”

[3] Possibly to compare talon length.

[4] And somewhere in there was a tangential conversation about running cons by selling Gea: “I’m down to my last knut. I have to sell my beloved magical beast here.” Then the summoner walks away with a bag of gold and Gea winks out of existence. The only question: is 100 yards enough of a head start?

[5]Sovereign against shapechangers.

Globus Cassus

An orthogonal view of Globus Cassus.

An orthogonal view of Globus Cassus.

The Invisibles refers to the Kardashev scale, a speculative system of measuring a civilization’s technological advancement based on the amount of energy and resources it can wield. Loosely, a type one civilization uses what’s available on its local planet, type two can take advantage of the local star, and so on. A civilization capable of building Globus Cassus might be the pinnacle of type one — unless it took more energy than the planet contains to retrofit it into a hollow sphere.

Picture it: the Earth is mined for the material making up the core. That material is piled up on the outside and arranged in various ways. The squashed sphere of Earth becomes more like a flattened egg.[1] Some portions of the exterior become windows to let in light from the sun. Humanity lives on the portions of the interior where centrifugal force generates gravity, which provide more than ample living space. Low gravity and airless zones have specialized purposes: manufacturing, storage and so on.

Exerting that level of control over one’s environment must be a step on the road, probably an early one, to becoming peers with civilizations like the People or the Culture. How big — and ridiculously well-equipped — would an interstellar empire have to be to decide, “You know, there’s nothing happening in that star system. Let’s hollow out some planets to create habitable space”?[2]

On the other end of the timescale, an excavated world would be a fascinating artifact of a bygone civilization to run across in the deep of space. It’s a bit like Ringworld, but I’m put more in mind of Terry Pratchett’s Strata, for some reason. Maybe it’s the psychological component of going down into the hollow world. The exterior hides its secrets. Explorers “descend” into the unknown. There could be anything down there: bug-eyed monsters, detrimental robots, anarcho-syndicalist communes scraping by, anything!

It’s gnarly and a bit more atypical than yer Dyson sphere or ringworld. I like it.

Wikipedia article via @AllenVarney.


[1] A flattened icosahedron, no less!

[2] Come to think of it, I am reminded of the Draconis campaign frame in GURPS Bio-Tech, only remodeling the planet instead of terraforming it.

Spring Meltdown is This Saturday

Spring Meltdown 2012 game day banner Spring Meltdown is mere days away. It feels like it’s been forever since our last tabletop game-stravaganza in Barre, but really it’s only been four and a bit months.

What can you expect at a Spring Meltdown? Let’s go down the list:

  1. Friendly people. We game-playing Vermonters are quite lucky to have such a great community of fellow hobbyists. We’re friendly and we’ve all got a great pastime in common to share and talk about.
  2. A heap of games. I guarantee you that right now as you read this post, someone is thinking to themselves, “Which games should I bring to the next Green Mountain Gamers day?” There’s always an embarrassing richness of choice when it comes to games at these things. If you pick something up from the table, someone’s going to be able to tell you about it, and maybe even play it with you.
  3. Twelve hours of gaming. Yes, Spring Meltdown goes from 10:00am to 10:00pm. Some people are there for the whole day for maximum fun. Others come for the part of the day that works for them.

Spring Meltdown 2012 happens April 21st at the grange hall on York Street in Lyndonville, Vermont. From 10:00am to 10:00pm, it’s open tabletop gaming. Dark Tower Gaming will run a pair of Magic: the Gathering tournaments. They and Triple Play will be vending, should someone have a gaming-related shopping need.

[Carrion Crown] The Scouring of Harrowstone

Carrion Crown: The Haunting of Harrowstone coverWe played this session of Carrion Crown last week, but my trip to PAX East precluded writing it up in time for Actual Play Friday. As scheduling prevented the group from playing this week, as of this post everything is sorted and all caught up.

The fellowship was diminished this week as the Dan passed into the south of Vermont. Annie (Grift), a Dan (Sir Horace Gunderson), Toby (Solis and his eidolon Gea) and Tyler (Alexandros Callimachi) and Hunter convened to carry on the campaign Carrion Crown and maybe, just maybe, complete The Haunting of Harrowstone.

With one half of Harrowstone’s subterranean corridors plumbed and four of its five notorious ghosts laid to rest, the adventurers turn their attention to Reaper’s Hold, the western cell block — which also boasts the prison’s torture chamber. While Sir Horace and Callimachi poke with horrified fascination at the dessicated occupant of a derelict rack, Solis and his eidolon Gea do something useful: discover a secret door in the eastern wall.[1] The narrow corridor snakes off to the east. Perhaps to the domain of the Splatterman?

Grift is preoccupied with the iron maiden gracing one corner of the chamber. Opening it, the youth finds his old mentor Mundungus trapped inside, crying out in pain. Grift launches himself inside to save his friend, moving too quickly for the watchful Gunderson’s outstretched hand to do more than futilely grasp for his collar.[2]

Tortured screams ring hollowly from within the iron maiden. The sound of rending flesh and dripping vital fluids aren’t completely muffled by the iron walls of the torture device. Gunderson and Callimachi futilely pry at the doors of the iron maiden with branding irons. Pounding from within prompts them to redouble their efforts, sure Grift suffers within. The doors spring open as though the force holding them shut has melted away. Grift strolls out completely unharmed and only slightly disheveled.

“I think the remains need to be put to rest.”
“To the privy!”
— Callimachi and Sir Horace

As everyone catches their breath, the realization dawns that the body on the rack might be that of Warden Hawkran.[3] The prisoners clearly had their “fun” with him in the time left to them before suffocating in the fire. The presence of a tarnished badge and ring of rusty keys on the body’s belt confirm this must have been Hawkran. Remembering both Vessoriana’s vague notions of needing the badge to hold back the ghosts of Harrowstone and the alluring yet firmly locked safe in the warden’s office, badge and keys are swiftly pocketed.

The skittering sound of claws on masonry go unnoticed as everyone clusters around the rack. Only the rush of air heralds the attack of disembodied hands. One firmly clamps itself around Callimachi’s throat, while the second targets Solis. Sir Horace leaps to help Callimachi by spearing the hand with Corvelle Seamripper — and does so, after a few near misses that concern Callimachi a bit more than the thing throttling the life out of him. Grift and Gea peck away at the animated limb menacing Solis, but it’s Horace who puts the thing to rest with a crushing blow.

The secret door from the torture chamber leads to a natural cavern. The steady drip of water in some dank corner is the only sound, save the breath of the living. As one, they notice the undulating white substance within the water. It’s an ooze of some kind, which quickly notices the presence of intruders and moves to attack.

The first order of business is backing up. Grift and Callimachi lead the charge of the sensible and Horace follows suit. Darius elects to stand his ground against the gray ooze. The monster ignores Darius, attacking Solis instead. Gea, predictably, retaliates on behalf of her summoner.

Emboldened by the others, Grift leaps back into the fray. Callimachi follows suit, launching crossbow bolts from a distance. It turns out oozes are ridiculously easy to hit.[4] Once it’s dispatched, the group tends its wounds and presses on.

The cramped passageway ends in a small door that must deposit them somewhere in the southern cell block. The Splatterman must be somewhere beyond it. And he may be the worst of the five, as he seemed to be able to reach beyond the prison to begin his arcane scrawling on the statue of the warden. Before releasing the catches, anyone with a bit of magic or supernatural ability to draw on does so. Bless, guidance, hide from undead, magic weapon are among those cast. Carfax St. James and Solis receive the benefit of the hide from undead scrolls carried all this time since retrieving Lorrimor’s cache — was that really only a day or two ago?

Finally, psychologically and mystically fortified, they release the catches on the secret door and slip out into the hallway. The southern hallway is much like the northern: a rectangle of cells around an oubliette in the center of the floor. However, this oubliette is flooded to the very top. It’s perfectly still and quiet in the cell block. This is not what anyone expected when they burst forth from the secret passage, weapons brandished.

Without warning, the walls begin to drip blood. To each creature in the room, the blood on one section of wall or another takes the shape of the letters of their name, slowly forming one at a time. Everyone is seized by the conviction that when their names are spelled in full, they will immediately die. As one, they set to obliterating the letters before their names can be completely spelled out. Already their minds seem to fail as the first letter finishes forming.[4] Callimachi washes his letter away with create water. The others scratch and scrabble at the stone. Gea beats her head against the wall. The stressed timbers of the ceiling creak menacingly over the frenzy of activity.

“At 9 or less, you start making poor life choices.”
— on the deprivation of Wisdom

Grift sets fire to the Splatterman’s spellbook with spark. The dry pages of the tome burn easily, but destroying the symbol of the ghost doesn’t seem to have much effect on the haunt embroiling them all. Each time they’re scrubbed away, the bloody letters slowly form again and again. The relentless pounding of those sure they are about to die loosens the ceiling timbers completely, bringing down the roof down upon their heads. Some roll free of the debris. Sir Horace seems to take the worst of the collapse of them all.

The water in the oubliette doesn’t even time to settle from the disturbance before it roils of its own accord. A spectral form rears up from the depths. One glance from the archivist’s archivist, Darius Carfax St. James, confirms it’s a ghost. Who else can it be but the Splatterman himself?

For his first trick, the ghostly wizard drains Gea of all her life force. Normally, this would send the eidolon back to her own corner of reality, but Solis sacrifices of himself to keep his companion by his side and in the fight. Darius lands the first hit, shedding his shroud against the undead to enter the fray.

The Splatterman responds by launching a volley of magic missiles at the four he can perceive, then commences to zoom through the cells all around the block, presenting a difficult moving target. He’s so difficult, in fact, that almost every shot and blow goes wide. Clearly relishing his superiority, the Splatterman calls up a pack of dire rats to make things more interesting. The adventurers swat at the rats and peck away at the ghost until finally, Gea seizes the ghost in her jaws and pulps it into ectoplasm.

Known for the copious amount of wind his barrel chest can issue, Sir Horace is chosen to make the dive down into the oubliette, where presumably the Splatterman’s mortal remains and potential items of interest remain. Firmly setting their newfound rope of climbing in place, Gunderson plunges down into the stagnant water, his way lit by a series of light ensorceled stones.Gunderson returns to the surface clutching three things: a curiously unblemished dagger, a tarnished ring and a grimy wand.

“What do you mean three items? Two items.”
— Sir Horace Gunderson

Out of a sense of thoroughness, they check the guard room of the southern cell block. It’s empty, save for the broken winch mechanism of the dropped portcullis.

Returning to the surface, the group makes tracks straight for the room holding Vessoriana’s remains. The azure spirit murmurs all the voices are gone as she reaches out for the badge. The radiance of the ghostly lady brightens, lifting from blue up to blinding white. When the light fades, she is gone. The badge continues to hang in the air, turning slowly. Grift reaches up and gently plucks it. Inspections reveals the badge has the ability to grant ghost touch to certain magical spells.[5]

The keys open the warden’s safe. Inside they find paper, potions and silver. On recovering the bodies of Hawkran and Vessoriana and retrieving their cache of recovered items from the property room, the travelers emerge from the prison of Harrowstone into the light of day.

“This constant objectification of women is getting me down.”
“I don’t know. It’s getting me up.”
— Toby and Annie

On returning to the village proper, the first stop is at the temple of Pharasma. The remains of the warden and his wife are entrusted with the priests for final rites and interring. The group briefly confers with Father Grimbarrow, informing him of the goings on at the prison. When Solis brings up the debt owed for the ghost-fighting tools provided by the temple, he waves it off as paid by the adventurer’s deeds in vanquishing the ghosts of Harrowstone. He also mentions that Gibbs, the local yahoo who made a ruckus at Professor Lorrimor’s funeral, was found daubing a big red E — an act he claims not to remember at all.

Back at the Lorrimor manor, everyone slumps into comfortable chairs. Solis does a handy job of identifying the magical properties of items recovered that day. The dagger is made of mithril, the ring provides a degree of protection against attack and the wand casts hold person. Though tired, everyone feels rather more stronger and vigorous than when the day began.[6]

Next time, we begin Trial of the Beast!


[1] Let’s be frank. It was probably Gea and her ridiculous(-ly helpful) 25-30 Perception results

[2] Not the first time Grift’s been singled out victim of a haunt.

[3] We figured that out in spite of five flubbed Perception rolls. What a merciful GM.

[4] I probably shouldn’t take my tactics from the Baldur’s Gate computer games, huh? Oozes were impossible in that game without carrying around a full complement of blunt weapons.

[4] Two points of Wisdom damage per letter, it seems.

[5] It functions as a rod of lesser ectoplasmic metamagic.

[6] Level 3, baby! We spent the rest of the evening picking out skills and spells.

PAX East 2012

Bird's eye view of tabletop gaming at PAX East 2012.

So PAX East happened. That was a thing. After spending the whole weekend in 2011, I decided to be more targeted in 2012 and only spend Saturday there. Plus, the convention fell on Easter weekend and the Easter Sunday dinner is a big tradition in my family.

PAX East grew, unsurprisingly. The exhibitor hall increased in size, as did the tabletop area. The exhibitor hall list was down in terms of things that interested me, namely tabletop-related stuff. Geek Chic was there, of course, and Mayfair Games, but that was about it. It turns out that was because a number of tabletop-centric booths were located in the tabletop area of the convention center.

The tabletop area looked like it doubled in width compared to 2011 — the length being constant in the hangar-like main space of the Boston convention center. It was filled mostly with tables for scheduled tournaments and free play. Where the forest of tables didn’t extend, there were booths for publishers, designers and retailers. Companies like Foam Brain Games and Fantasy Flight Games smartly moved into the tabletop area this year. Not only did that put them in better sight of their target audience, but they could stay in business longer. The exhibitor hall closed at 6:00pm each night, while the tabletop area kept rocking til much later.

The trade-off to that decision might be that they lost out on ensnaring people who were brand new to tabletop games. One of the key sights I remember from last year was the glut of people wandering the floor or clearing table space to tear into their new copy of Mansions of Madness. How much of that was the game’s newness versus drawing in interested video games, I couldn’t say. I wish I could peek at the sales numbers of 2011 and 2012 to compare.

The tabletop game area kept busy all day long. Last year, you could track the day by the activity level in the area as people came and went. This year, it seemed most tables were occupied and gaming underway all Saturday long.

While I got to try to plenty of board game demos — find out more on the carcast we recorded going home — I didn’t break into any role-playing. Wizards of the Coast had their marshaling area/holding pen, which didn’t really appeal. Games on Demand were present, but that required me to pull together a group of players on my own. Pandemonium Books & Games had an actual schedule of board and role-playing games to be run throughout the weekend, but those times never jived with my own. So it goes, right?

All in all, PAX East was really a spectacle for me. I saw a lot of cool things, but I didn’t get to do as many of them as I might have liked. But it was a pretty good day and a pretty good weekend trip to Boston. Except for one thing. Having covered the positive, PAX-related aspects of the trip, I’m going to get into the huge stinker of a problem that set an absolute low for the weekend.

The hotel, on the other hand, got off to an awful start. We had a room at the Westin Waterfront, which is right next to the BCEC. Check-in time was 3:00pm on Friday. When we arrived at that time, we were told there was a backlog of rooms turning over as people checked out, so ours wasn’t ready. The desk person took my number and said they’d call when it was ready.

After an hour, I checked back. The room still wasn’t ready. After another hour and a half, for a total of two and a half hours, the person then at the desk discovered that why yes, that room was ready. No one had bothered to notify us. And there was no concern expressed on the staff’s part about the time we lost or inconveniences experienced.

The Westin really fell down on this one. They didn’t make their commitment of the check-in time and then didn’t follow through on notifying us when the room was ready. As a result, we lost two and a half hours thinking “just a little bit longer” would be something approximating an actual little bit.

While I get that as many people who filled the Westin and BCEC can be daunting and I have nothing but sympathy for the people on the ground in housekeeping and front office of the hotel, who were doubtless overwhelmed, I am hugely disappointed by the overall experience. Aside from this not being the first time PAX came to the Westin and BCEC, it cannot be the Westin’s first rodeo at all. They were seemingly unprepared for the volume of people passing through the hotel, even though it sold out months before. That lack of preparation and contingencies for travelers coming from out of town with nowhere to go was an outright failure on their part.

Thanks to Twitter, I had an interesting conversation with some employees of the chain. You can find the public portion of the conversation begin here with @WestinWatrFront, then @StarwoodBuzz — Starwood is the hotel group to which the Westin brand belongs — picks up the baton. That exchange went on sporadically through the weekend as I walked in and out of wireless availability. It culminated in an emailed apology from an employee of the Westin Waterfront, saying they were sorry and “We did have some challenges with this particular convention but our staff did everything possible to accommodate everyone.”

Yes, guests without a room to check in and not offering anything to help with luggage or making the wait more pleasant is certainly a challenging situation. And who can blame them? PAX East is a guaranteed sell-out. The Westin can do pretty much as they please and never run short of customers for that weekend. I don’t doubt they’ll go far with that tactic.

The ironic part is the night before, we had a completely trouble-free stay at the Boston Sheraton, also part of the Starwood group. The Sheraton was in the throes of Anime Boston plus early PAX East arrivals and they did just great by us. I hope those two compare notes sometime in the next year.

For more thoughts on the weekend, check out the Carnagecast extrasode Escape from PAX East, recorded with my friend Sarah during the drive home from Boston to Vermont. We talk about the games we played: Castellan, Chupacabra, Ice Dice, Star Trek Deck Building Game, Ticket to Ride India and Asia.

On the Road to PAX East 2012

I have a write-up of my trip to PAX East 2012 in the works. In the meantime, enjoy this prelude to the weekend, a Carnagecast extrasode recorded with my friend Sarah and I on our way down to Boston the night before the convention.

We talk about what we hope to do during the trip and whether an audiologist can distinguish modern sculpture from giant stompy robots.