Saturday, October 28, 2023

Windemere Crossing gets a healer

After our characters come back from their bone barrow adventure, wounded and tired, they asked about a town healer, or a temple where there may be clerics for healing. Windemere Crossing, as previously mentioned, does not have a temple despite Deputy Newtonson's entreaties to the town leaders. It is a pretty small town based out of an old military outpost, so there is really not the room for that. Though there is a "here is a generic room you may use" at the Nimble Priest's that is often used. The Fair Lady is pretty generous about other gods so having a place set aside is fine.

However, a growing town does need a healer, and one of the recent new people will be that healer. Rolling a die I get an odd number so a male healer. Looking over my pantheon, none of those gods or goddesses really fit. Rolling even I get a goddess (and most healing gods tend to be goddesses, but we'll not delve into the patriarchal and matriarchal western world views here though it could be an interesting discussion until politics inevitably get mixed up in it. I do miss my classes when I was working on a liberal arts degree: fun discussions without people getting stupid. And I DO seem to be getting grumpier lately!). Off to the fantasy name generator for female goddesses and we have Ynja, the Goddess of Healing.

And how would we even pronounce her name? Yin-ja? In-ya? Think I like the in-ya version. And deciding to see what an AI depiction of a fantasy goddess of healing looks like, 2 of the 4 had three arms. 4 I could have dealt with, but 3? The other two I'll post here and decide later which one is most like her.

As for our cleric, Supti Psammenitus has wandered the desert for years, learning from various desert tribes all aspects of healing. He lived for a short time in the Elemental City of Athukthad north of the Kalor Desert where he studied at the Temple Ynja. This temple is both a hospital and a temple, for Ynja, while she can perform miraculous healing as can her clerics, prefers a more holistic approach and natural healing time. Clerics of Ynja focus on the healing spells specifically. 

As he settles into Windemere Crossing, Brother Supti is a 4th level cleric. As such, he does know 2 1st level spells and one 2nd level. His Book of Ynja has Cure Light Wounds and Purify Food and Water. His 2nd level spell is Hold Person: it comes in handy when resetting broken bones or other painful yet necessary steps. The book is not really necessary as he prays each morning for his spells.

OSE does not have skills for first aid or the like. And I think I mixed up The Fantasy Trip's much more brutal 1 point every 2 days vs OSE, where:

Natural: For each full day of complete rest, a character or monster recovers 1d3 hit points. If the rest is interrupted, the character or monster will not heal that day.

I'll not add in any first aid rules, but a medically trained cleric I may do a 1d3 +1 for healing if you are in the temple. After all, you are being cared for with fresh bandaging and purified food and water. And it turns out that I have an entirely undeveloped apothecary in Windermere Crossing. The buildings and such came from Spectacular Settlements, way too long ago for me to remember all of them. But it is apparently of good quality. And as the old sawbones Old John was getting up in years, Brother Supti has been welcome to the town and is proving to be a better healer than old John and his leeches. One of the rooms is being converted to a shrine to Ynja. 

Brother Supti
STR 10 INT 13 WIS 15 DEX 8 CON 10 CHA 8
Divine Spells: Cure Light Wounds, Purify Food and Water, Hold Person
Level 4 Cleric of Ynja the Healing Goddess.

A very quiet man, tall and slender, he tends to say small prayers to Ynja when working in the more mundane aspects of healing. He also hums when nervous. His slender hands are deft when it comes to healing and wrapping, yet he is clumsy otherwise, and continually bumps his head against the smaller door to the back storeroom in the apothecary. While he cannot make healing potions himself, he will buy them from Sharn or the old witch Bellatrix Grimsbane who lives out in the woods far south of Windemere Crossing.

Brother Supti still has chain mail from his years on the road, for not all roads are safe even for a cleric. He carries a large mace as well as a staff. Both have Ynja's butterfly symbol carved into the handles. He has been known to accompany adventurers as well as the occasional caravan to act as a healer. Half of his pay goes to the temple of Yjna in the Elemental City. Every few months a caravan takes the Path of Lost hope connecting the northern Kalor Desert to the south, and he sends gold that way by trusted courier. He is also setting aside coins to create or buy a stronghold dedicated to his goddess. It will be many years before that can happen if he just stays in town to heal those who show up. He is often ready to go on adventures to accumulate enough gold and favors to get his own stronghold.



Two of the images created. Think I'll need to do a post for Ynja soon!


Tuesday, October 24, 2023

OSE Session 5 Recap: Back to Windemere Crossing

Leaving the bone barrows, the two horses loaded with gold, pots, a crate of tobacco, the adventurers get ready to leave and head back to Windemere Crossing. Seeing a small rat, perhaps the one he spoke to the night before, Baldur goes back to the entrance and leaves some food for the helpful rat. The party have restocked their food supplies as well from the storeroom. Samir Mitra, the lead merchant, notices Kragh's Orcish sword.

"Say, my large fellow, are you aware those runes spell out Orc Fist on your sword?" he asks. Kragh looks down and shrugs his massive shoulders. Seeing that the massive half-Orc does not want to comment, Samir's eyes pass over the goods being loaded, then back to his bedraggled fellow merchants. "Well," he says to himself, "at least we are well out of this mess and heading back to that backwater town."

As the group leaves, they may hear the screaming of an angry pixie, who just now finds out her 500 gold has been stolen. And she knows who thanks to his mentioning he did straighten out her room. A lapsed member of the Pixie Liberation Army, she starts to make her plans for revenge.

The group travels slowly in the late summer day, the merchants dehydrated and starved from days being locked up. Along the way, Enoki asks in his mind-voice: "Baldur my friend, can you sense the world and weather about us?" Walking beside the Mycelium, the Druid shakes his head, "No, not yet. Perhaps one day the blessings will come to me for that sort of seeing."

Finding a good campsite along the path, Ellis Newtonson and Grace Carver set up the camp, and they discuss setting up guards for the evening over a veritable feast from the food freed from the barrows. Those skeletons had also been stealing food in anticipation of being able to enjoy the culinary world again. It was put to good use by our rescuers and the starving ex-prisoners. 

As Baldur watched the stars slowly wheel overhead, the susurrus of leaves in the slight breeze, he hears sounds far down the path coming towards them. Quietly wakening the crew, they get Kragh, the only one with darkvision, to peer down the path from the barrows. He can just make out two small creatures moving towards the group. He recognizes them as kobolds.

Brandishing a burning stick from the fire, Baldur boldly asks who they are. There is some hissing in their sibilant tongue, then the one without an arrow ready says, "We are just travelling through. We mean no harm." Baldur responds that they are outnumbered, and it would be in their best interest to continue on and leave in peace. Which, after some more sibilant discussion, the two do, sliding carefully around the group and continuing on. The group stays alert for the remaining guard shifts but nothing else happens. 

The next morning after breaking camp, they soon come to the southern road that leads from Windemere Crossig across the mountains (which I really need to name!) and on to Tuvano (the Fantasy Trip adventure; yes, I will run that one way or another somehow!) They get into town close to mid-day. They notice as they are in the market square a tired-looking High Elf with two haughty guards going to the Silver Pirate, the tavern and inn run by the half-Elf sea pirates. The merchants, once back in town move to their inn, but Samir returns with the 1200 gold as promised. 

"For our rescue, this is but a token of our gratitude. We are ever at your service, and the Sericulture Guild, of which are members, shall hear of your bravery." As he leaves, he does not notice Quinby managing to pickpocket him for 7 silver pieces. 

Sheriff Sprigbasher is smoking a pipe (Zesp has made tobacco addicts out of a good portion of the town it would seem). Greeting Ellis as Grace takes the horses to the stables to be taken care of, he greets the crew. "We thank you for your services. When we heard you were heading to the barrows from Rennor, we sent the deputy and one of the guards to help out. We figured it was a small band of thieves at worst or we would have sent along more. One moment," and he starts digging through his desk. Finding a small bag, he hands Enoki the bag of 500 gold. "This is the reward we had for that bunch, and again. thank you."

Enoki speaks, "We are protectors. It is what we do. You should let Rennor be a protector." A brief discussion enues, where the group learns that Rennor is still too young to be a guard but has helped out at various times. She is being trained both by Tara Serk, one of the Feathered Guild mercenaries in town, as well as Grace and Anja Van Ryneval, another guard. 

A bit more background about Windemere Crossing being the ancient outpost for Tuvano, a long dead city across the mountains where rumors of a Lich King sometimes make themselves heard. The alicantos are still on the loose, and there is a small reward to capture the remaining ones that are loose.

Somewhat informed, the group leaves the sheriff's and tries to decide what to do with their newfound wealth.

Sheriff Sprigbasher's house and sheriff (he lives upstairs)

Pretty much where we left off that night. And they are also in day 22, Collie of Haelhold, the 9th month.  I am using the Dolmenwood calendar to keep track of days. As they may be resting a few days to get healed up, though OSE's 1 HP per 2 days of rest may mean they see about a healer of sorts. And when I looked through my Windemere Crossing bible, I realized I have no healers. I'll probably add a few more characters in a blog post soon!

Sadly, another player & I, who work at the same place (why yes, I try to get gamers everywhere I work!) were distracted by a work issue, and another player had an unexpected meeting so never managed to show up. Quinby was very quiet, but he was distracted by a collection of cups and pots. 

What was asked for was a price list for various things. Prices in Windemere Crossing are pretty standard pricing for OSE. Being on a fairly active trade route, there are always goods coming and going. The aforementioned Sericulturalist Guild of merchants is planning on starting a guild hall here. That would make 3 guilds as we have the Feathered Guards and the Tunnel Master's Guild, who are here in theory for the mines above the town. But with King Axechest possibly involved, there may be more to that than meets the eye.

Back to prices. And I really wish blogger had tables. though we can copy/paste from Word a native table would be nice. But hey - it is free so we cannot complain.

Item

Price (GP)

Availability

Healing potions

400

3

Armor – leather

20

Yes

Armor – chainmail

40

Yes (though 3/6 chance in Kragh size

Armor – Plate

60

4 in 6 (the military may be getting it)

Horse  (draft)

40

2d4 available at Lurbok’s

Horse (riding)

75

1d6 available at Lurbok’s

Horse (war)

250

1 (in training at Lurbok’s)

Weapons

Per OSE

Most weapons will be available

 If they want o purchase the rights to land, they will need to talk with the Burgermeister Paoatie and pay for the land and taxes. I'll have to figure out how much but will probably use the By The Ax Dwarf book as it has tax costs and things in there. It is at least a start for that sort of framework.

And as a next-last note, I did tell the players that, yes, I have invested a lot of time in Windemere Crossing. However, that in no way means they need or even should stick around. It has been an experiment in world-building using a variety of sources and things. I often wonder if I have more fun world-building than actual playing sometimes. But what good is a world-building without being able to share it and play in it?

And a final note I meant to add at the end of the dungeon post. I used the OSE Dungeon Time Tracker and really liked how it helped keep track of things. And using a printed calendar from OSE's Dolmenwood game is also useful - I have a few things "penciled" in for the future based on things we had from our RPG thng a day challenge. In fact, those Kobolds are from one of the players...

Sunday, October 22, 2023

Opinions, and a bit of game info dumping

Note - there is actual game content at the end. Sometimes I just get oddly philosophical and throw things out there. Feel free to skip ahead!

I have a lot of strange thoughts, and often in the middle of doing something else so then lose those thoughts before I get a chance to write them down for later. For some reason, at the gym the other day between chest exercises, I started wandering around the concept of opinions. I think it was triggered by my constantly saying that developers such as myself are full of opinions. But also, yet another book coming out against the idea of free will. And then all that triggered me into wondering if I should get my readers' opinions as to what I should write about. All that while sitting on a bench press machine (I tend to cycle each chest day: barbells, dumbbells, machines. Figure get a bit of variety in, and this chest workout was back to the machines. But I, as usual, digress).

Anyway, part of this view on opinions is frameworks and software. Every time a developer solves a problem, there is a choice to which language, and increasingly, which framework, to use. And those choices last. Then I see the parallel with Traveller: Traveller has several frameworks: each version is a framework so to speak. Some are more inter-operational with others, but all can be used to play Traveller. Of course, this is not unique to Traveller as any TTRPG that lasts more than a few years ends up getting enough revisions to be a new version. Heck, even the OTU, if based on the rule set in place, has a different framework (and then Marc Miller writes Agent of the Imperium and changes even more of the framework).

And then I sprung full-bore into the idea of our universe being a computer simulation. Which does seem to preclude free will. And also makes it a clockwork universe, unless we throw in some truly random things that change things in unexpected ways. And then I brought in the oddity of quantum physics, a potentially self-aware universe that has its own opinions, then realized I read an awful lot of science fiction. And also see the connection between me preferring TTRPGs vs computer games: you can only do what is programmed in the system for a video game, even one with generative systems. TTRPGs have the infinite human mind backing the play. And if we're living in a computer simulation, it is way beyond anything we can currently even dream of doing. And then inception as we generate a computer simulation inside a computer simulation. Turtles all the way down for sure.

The initial choice of a game for instance has ramifications. Traveller, if using Classic, has characters that have few specific abilities and are pretty much the everyday person hopefully doing extraordinary things. As we move to MegaTraveller, we start to get skill creep, which tends to change how we play as well: do we have that skill vs we can do anything but are really good at a few specific things. And a subtle slide from role-playing to roll-playing. 

Of course, this all really depends on the group playing. Of which they all have opinions on how to play. Some prefer a rules-light approach: just try to do things, and if necessary, let the dice adjudicate when things matter. Others prefer to roll for everything and have that roll defined on the character sheet. Though to be biased, I really think this is due to players coming from the video game RPG world versus us old people who have been playing for decades. And how did I get to be the same age as old people?! Though that theory falls short when some of my gaming buddies, as old as I am basically, rarely use the character sheet and just role play. And they play video game RPGs as well.

Though this also feeds into my grumpiness that we rarely go back to games and game systems. I've stopped getting more RPGs as I already have too many and I really want to get good at a few. Good at running and at playing. Others want to keep trying new things. Sometimes I get tired of trying new things and just want the comfort of things I know. I just know I am going to end up being a recluse...

And then I start to spiral down opinions and how politics feeds into that, and then I run away. There is a reason COTI sticks political discussions in the Pit, and even though as a Moot member I have access, I do not want to get mired into that mess!

And back to opinions: if anyone has any opinions on what they want me to write out, feel free to post comments. While I recognize this blog is mostly my blathering about a variety of perhaps tenuously linked things, I can try and write about specific things if some would like me to. And hey - 24 people actually following me which is both gratifying and silly to feel that gratification. 

Game Content for the OSE game

And finally, as I needed 5 merchants that the group rescued, I decided (hmm, free will or as a result of some epiphenomenon interactions deep in my brain or my simulation of a brain [and now you know why I don't drink or do drugs - enough craziness already in my head!]) to create 5 merchants. I actually have a merchant character class for OSE, so let's just roll up 1 as the prototype, and the others will just get names.

Sady, there are actually some pretty high minimums for that class: INT 12, WIS 13 and CHAR 14. Normally I do roll and use the stats in order, then allow 1 extra roll to use wherever. Personally, I don't like the roll 4D and take the highest approach a lot of people use (hey, and opinion!) as I like, as previously mentioned, flawed characters that actually have characters instead of uber-characters. And interestingly, the current game few of the characters have any high stats, though there are a few exceptions. I took 2 tries to roll 6 stats that had at least 3 meeting the minimum, and allowed myself to re-arrange them. 

STR: 11 INT: 14 WIS: 15 DEX: 6 CON: 10 CHA: 15

As he got caught pretty easily, I'll make him match our adventurers and be a level 2 merchant; the others are all level 1 as he is the leader of this small group. He is a member of the Sericulturist Guild, as they all are. Traveling as much as he has, he has a 1 in 6 chance to determine cardinal directions. He also, due to his intelligence and being a merchant, knows 3 languages: Common, Low Elven and Orc. There will be a story there for the Orc language and hopefully I'll both come up with that and remember next game session!

His skills, at level 2, include appraisal (AP) 25%, Bargaining (BR) 20%, Equivocate (EQ ) 10%, Lie Detection (LD) 10%, Open Locks (OL) 20% and find or remove traps (TR) 15%.


Samir Mitra

Getting Samir, Ibn Tutullia, Borthelwort, Yin Lahoiu, and Ranno Grey back to town, the adventurers pick up that the wizard they killed, Quintis, was an aspiring necromancer who wanted to command an army of the undead. His spell backfired apparently: they were brought back to life but not under his control. His only bargaining chip was that he could give them flesh, he just needed victims. Which is where the merchants came in, captured a couple miles away at a campsite. While eager to return to Windemere Crossing, they would like to see if anything is left of their campsite.

Samir will note the game amulet Quinby is wearing and will recognize it as expensive. And he will also note that the adventurers have picked up quite the pile of gold. 

And finally, as the adventurers leave the barrows, the two horses loaded up, Baldur notices a giant rat sitting at the entrance to the barrows, waving goodbye. And as they move off and the rat scurries back  into the barrows, they may be able to hear a pixie screaming in anger as she finds her gold has been stolen.

Wednesday, October 18, 2023

OSE Session 4 Recap: Through the Barrows

We last left our adventurers chasing after the remaining skeleton. Kragh of course smashes his way through the door, and through the pile of skeleton dust. Grace Carver is now wearing a scarf over her face, as the barrows is full of dust, and she seems a bit more susceptible now to dust. Having a slight allergy to my cats, I can understand! Seeing another door in front, that one is also immediately smashed.

In the room, the floor has a series of occult symbols written in blood, a pile of fairly fresh human bones and gore, and a thin wizard, reading a black leather book. Looking up in fear, the wizard starts what sounds like a spell. Kragh, having nothing to do with magic, decides to tackle the man. He actually did a natural 20, and the wizard's spleen was no longer an internal organ. A pool of blood comes from the now dead wizard, and Enoki felt some sort of lightening of the spiritual world. Unbeknownst to our group, they had broken the spell that was reanimating all the skeletons. 

In the meantime, Kragh, who cannot read the book wants to know what is in it. Quinby, barely literate, decides to tell the tale of Princess Bubble Fart, and Kragh, our hulking half-Orc is either entranced or disturbed by the story the strange Halfling is spinning. Deputy Ellis takes a look at the book, and finds it is an evil tome to reanimate corpses, a foul magic. The book is soon burned after that, though Grace stepped out of the room to avoid the smoke. Searching the body, Quinby finds a ruby amulet and puts it on. It is not magic so has no effect on him, despite them all watching in curiosity to see what happens to the magpie Halfling.

Having spoken aloud of the shift in the feel of the barrows, Baldur and the group go back to find the undead Treant is now a pile of dust mixed in with the murky water, and Enoki and Quinby (I think!) each take some in one of the many bowls they have picked up. These are not Tupperware so not sure how they'll keep the contents from spilling out but we'll go with it is a game and they figure something out.

Deciding to investigate the rest of the barrows, and Kragh is still looking for Lurbok's stolen sword, the continue onward. Up the cave from the now truly dead Treant, they find a sword coated in blood and carcass crawler gore. Kragh picks it up, hoping it was Lurbok's. It was a fine blade, with the sigil of Sir Ignatius on it. Quinby found a holy symbol in the nest and paid no attention to what sounded like a voice in his head. Perhaps he is used to voices in his head. That, and I forgot to mention it until later...

The blue gore, though, was having an effect on Kragh: his arm was getting numb holding it. For some reason he thought this was a fine thing and waved the sword about. Even with a -2 he had a good grip on the sword despite the numbing effect of the carcass crawler blood. They move forward and are met with five very healthy-looking rats. I did try and stress how healthy these rats were. Not wanting to kill the rats as some remembered that Baldur had spoken with a rat, they moved a bit closer and tried to wave a torch to scare them off. The rats, however, felt cornered, and as Kragh was waving his very numb arm about, with the sword tied to his hand thanks to Baldur, they attacked the nearest big thing threatening them. The others tried to sweep the rats off of Kragh to little effect, yet he only took a single nip before they finally got the rats off of him, with three of them knocked out due to excellent shots by the thief with his sling.

The next chamber was a dead end, but with a strangely glowing pond in it. Through a bit of experimentation, they found that rubbing the water on their wounds helped heal them a bit. Kragh washed off the sword and got all feeling back in his arm, but made the little pond look dirtied from the blood and gore. Enoki walked out to the water and sucked water through what passes for feet in a Mycelium. And got a full healing just about. They tried to take some of the water in another cup but the effervescent nature of the water soon stilled once out of the pond itself.

A bit healed up, and taking a short break, they retrace their steps to explore the rest of the barrows. All the skeletons found at this point are all collapsed, no longer undead or animated. They find a storeroom with three skeletons that had been smoking pipes. One had a key around his neck, but with the door smashing barbarian, who needs a key? Inside a storeroom they find 5 merchants cowering and smelling pretty bad. They had been abducted by the skeletons, and they had overheard the guards planning on using their body parts to get back to a real life somehow. The tobacco they found would be of great interest to the Goblin Merchant Zesp back in Windemere Crossing. 

After a brief discussion, Grace takes the 5 merchants out to wait outside, and the crew carries on their exploration, though now without the constant clicking of Grace's 10-foot pole tapping the floors. Sadly, there were no traps in this barrow, though in hindsight I should have put one that she finds. Just to prove the usefulness of a good pole in a bad barrow. They find a defiled crypt, and in the eye sockets of one of the skeletons find a pair of very lifelike eyes made of stone. They find a room with 3 tattered tapestries, one looking like it is covered in gold. Alas, it was a yellow mold that exploded when they tried to move that tapestry. Fortunately, the only 2 within the space that the spoors exploded into made their breath saves, else they would have died within six rounds. Though I would have allowed them to try & get to the healing waters which I would have allowed to save them. If they thought of it.

The other tapestry held a chain that opened the door behind the middle tapestry. This alcove of a room held a statue with no eyes in its sockets, holding a brazier with 3 blue gems in a writhing mass of white flames. Taking Kragh's sword, Quinby tries to scoop out the gems but instead, the fire crawls up the sword and starts burning his arms.

Enoki, remembering the eyes, gets them and places them in the socket. The flames go out, and they pocket the gems. I believe they left the eyes in the statue when they left, and they also burned that yellow mold tapestry, not seeing the treasure behind that now smoking tapestry.

They find a trapped pixie, Alfwine, in the next room. Freeing her, she says that the skeletons had captured her to be some sort of magical elixir for the wizard. Which brought back bad memories from her of Woodfall, where she was once a member of the Pixie Liberation. She is eager to help, not knowing that these same saviors had also stolen her 500 gold. At least not aware yet...

In a pile, clasped by a now unmoving skeleton hand, the Orc sword is found. While looking clumsy, when wielded by an Orc it handles very well. And I thought I had written that up but cannot find it. So will have to do that again before next week.

from Dyson's Book of Swords

And that was the last room - had they made a right at the beginning rather than a left the sword would have been found the first few minutes into the barrows.

They meet up with Grace outside the entrance, and started loading their loot on the two horses that Ellis and Grace came in on.

Next post I'll go ahead and do a bit of an info dump as they walk back to Windemere Crossing to get the merchants back there and get another 1200 gold. Which they may have to look into a bag of holding, healing potions and the like. We are also close to the thief leveling up, and possibly the barbarian as het is getting a 10% bonus on XP.

Saturday, October 14, 2023

Slither Elkwood, Gator Raised By Squirrels

As I am easily amused by many things and spend way too much time looking at silly memes (mostly about cats but gaming ones as well. Enough bad things happening in the world and I'll take my escapism where I can) and this one meme showed up and I thought, I could make a character from that.

The original plan was to use it to replace my dead Ursa Major (see last post for the death stamp) in the random RPG game we were playing. But then we switched to a non-random game so the character showed up there, alongside the river of regrets (we killed off a bunch of slavers who were trying to take Slither as a slave, my character came into session 2 or 3 of the game. They kept falling into the river realizing they had made regretful life choices).

At the River of Regretful Life Choices


the origin
Mine also combines the Squirrels from Lumberland as well as a vague connection to my interdimensional library. Which fits nicely with the description of the squirrel city:
The city’s inhabitants are a combination of fairly intelligent mundane squirrels, sapient talking squirrels hailing from more than one dimensional realm, and the aristocratic clans of the Nutkin — squirrel-kin tracing their descent directly to one or more deities of various realms. Baudekin is also home to squirrel-like refugees from a hundred worlds, including chipmunks, marmots, flying squirrels, and beyond.

And my library of worlds (stolen from a lot of stories but most recently this series of the Invisible Library (which I've only read the 1st 3 or so books but greatly enjoyed them. As I just like libraries in general. In high school I was a page at the public library and had the Dewey Decimal system memorized. Thought I'd be a librarian in life but got interested in computers). From our groups RPG thing a day challenge:
The Library of Gnoth is an interdimensional library that connects to libraries across the planes, dimensions and universes. Not only does it hold an untold wealth of books, parchments, scrolls and other written items of its own, but connects to other libraries across reality. And while there may be some order and design, only the Librarians know how to safely navigate this space. Many adventurers have found the Library to never return, lost in another world or plane. Infinite knowledge may be found here, as well as infinite danger. If one were to simply enter the room one can see bookcases stacked high with books, scrolls and tomes of every sort, ladders and spiraling stairs reaching to the upper floors. The walls and ceiling appear vague, cloudy or a piercing view of infinity. Nooks and rooms are visible, though to enter one you may not be able to return to where you came from. 
The Library is guarded by the Librarians, no two ever looking the same. From many races, and many planes of existence, these Librarians are both guard and keeper of the knowledge in the infinite Library. Often the Librarians will leave the library to search out new books or scrolls to add to its collection. These Librarians can use any Library to return to the Library of Gnoth. 
The entrance to the Library of Gnoth varies from world to world. In the world of Cidri, there is an entrance in The Elemental City of Athukthad, at the north of the Kalor Desert. There is a small library there that, in the special collections room in the cellar, one may find the entrance to the Library of Gnoth. The head librarian is also a Librarian of Gnoth, but prefers to stay on this plane even though she is aging. The Librarians do not age while in the Library, and some are more than a thousand years old, and have accumulated much knowledge and wisdom.

All of my worlds are somehow vaguely connected. Anyway, the background for Slither. 

In the Squirrel City of Baudiken, a librarian squirrel found a basket outside the library entrance, high in the treetops. Thinking someone had returned some overdue scrolls or books, the basket proved to be heavier than expected. Looking inside, Hiccuptail found not books or scrolls, but a small baby lizardfolk. A note inside said that he would be safer amongst those with knowledge, and one day he would return the axe to its rightful place. Looking up, Hicciptail noticed a huge rune-encrusted great axe sitting against the branch. Looking around, he could see no-one around, and dragging the basket inside the library, called for help from the other librarian, his wife Caperknot. Between the two of them they managed to drag the great axe into the library. 
Despite access to other libraries from other realms (there are many portals in Baudiken leading across various realms and worlds) they never found a translation of those runes. There was a similarity to some runes from the far north, from a city in the mountains full of Men. In the meantime, the librarians decided to keep the little lizardfolk and carefully raised him. Barriers had to be put up as he would slither all over the floor and threaten to fall off the great branches. Which is where is name came from, and he took his last name from the great elk tree the library was in and on.
Years went by, and Slither read everything he could, and often read and re-read that note left behind, looking for clues as to where he came from. The great forest bordered swamps, and while he started making trips to those swamps as he got older, he never found another lizardfolk or any information as to who he was. 
Finally a young adult, he decided to leave the village, taking the great axe to find that city in the north, hoping there would be clues as to who he was, and why he was safer with the squirrels. 
leaving home
The Squirrels were of course sad to see him leave, but also wanted him to find his destiny in the world. 

The game is mostly homebrew, so I created a character sheet and printed it on parchment-style paper. It came out pretty good if not great.
character sheet, complete with family portraits

Slither Elkwood



Thursday, October 12, 2023

OSE Session 3: Entering the Barrows

Deciding that entering through the main entrance was the only way the group could get in, they did enter the barrows. The flickering candles gave enough light to see the various burial niches, empty but for some linen scraps. The door to the rest of the barrows had scratched into it ALL WHO ENTER HERE ARE CURSED. Quinby, our not-quite-right-in-the-head Halfling thief did not like this, so started adding NOT before the cursed. Baldur indicated that there may be something shiny in the alcoves, but Quinby found nothing there. Kragh, having enough of the scratching on the door and Quinby's antics, decided to go forward and opened the doors. The cobwebbed hall had a clay pot hanging by a thread across from the door. While Grace Carver, still carrying her 10' pole, went to the other side, Kragh tried to grab the pot, but the thread broke as soon as he touched it, to smash on the floor. While Kragh made his breath save, the storied Grace Carver did not, and was coughing up bone dust the next few rounds while the rest of the group started to enter. 

However, as they were moving into the hall, a carcass crawler came around the corner, startled by the coughing. A battle quickly ensued, though Grace was not much help, and the beast was killed without a lot of fuss. Which, for those not familiar with OSE, a carcass crawler is a 9' worm with a tentacled head that has stun tentacles. Think very similar to this, though the notes indicate a carrion crawler. 


Heading around the corner, they see a cobwebbed cave. Seeing the giant spider sleeping, they decide to kill it. As they had initiative over a sleeping spider, they quickly killed it.

Further up the corridor, they see a huge stone slab blocking a hole in the wall. Though it takes three of them, they manage to move it and find the undead Treant. At first it was going to attack, but Baldur stepped up and it remembered him. The Treant really wants to die for real, but the group had no good way of doing so. The puddle and damp cave would hamper any fire efforts and chopping it up may not kill the undead Treant. He said there was a dark, evil spell haunting the barrows, and to stop that would let him finally die the final death. 

Continuing, they come to a room filled with refuse and giant rats. Shaking the torch, they manage to scare off the rats (which counts as XP - nice thing about some games, it is not always about killing but just getting past the monsters!). They find 4 bronze bowls, as well as a brass medallion or coin that has a woman with crossed arms. This object came from our PRG item a day challenge:

What is unknown about the River Maidens is the fact that they are solvers of problems. It is known to some that a simple brass token of a woman, arms folded and some two inches in size is all that is required to gain audience with a River Maiden Factor, or in the rarest of cases, the Brass Mother. These tokens are rare and valuable, being very hard to come by and costing huge amounts of coin to procure.

None of the group made a successful wisdom roll, so have no idea. However, there are people in Windemere Crossing who may have some knowledge. 

Moving on, the group enters a large room, filled with laughing skeletons and zombies attempting to drink and pretend they were still alive. One invited the group over, waving a gold-rimmed drinking horn. Quinby, having absolutely no common sense and the attitude of a magpie around shiny things, of course heads to the group at the table. While Enoki tries to stop him, he manages to miss the spry Halfling. As Baldur, Kragh, Grace Carver and Deputy Ellis Newtonson move forward, a skeleton to the left of the drinking one starts to draw a sword. 

The fight was drawn out and played poorly: Grace Carver's legend was severely tarnished as she continuously managed to miss the skeleton she and the deputy were fighting. She was hurt badly before it was finished off. Meanwhile, Enoki tried to flip the table and did succeed but not a lot of damage. He was taking on two zombies, who almost finished him off, leaving the Mycelian warrior with a single hit point. Sadly, as these were undead, his spore spray (once per day) would have no effect. Baldur, on the table, also had some poor rolls and it took a bit to kill off the zombie he was attacking. Kragh and his skeleton continued to swing and miss each other. Finally, they started getting some good rolls, and finished off the first bunch of the undead. Realizing that their bony and rotting companions had been killed, the remaining skeletons decided it was time to attack. The adventurers decided it was time to retreat.

Running out the door and down the corridor, they get into the Treant's cave. The first skeleton, not knowing what was in there, chased after them. To be swiftly broken down into more bone dust. Causing Grace Carver another coughing fit. Her legend is being severely tarnished and I feel there will be another stanza in her song after the group returns or meets up with a bard. Grace takes a healing potion and gives her final one to Enoki. Ellis has 2 potions left.

Realizing that the newly opened cave meant death for the undead, or at least an abrupt end to their undead life, they hang back. I believe (and I did not keep notes as I should have) another got killed as either Baldur or Quinby, perhaps both, managed to use a sling. The skeletons move further away. Enoki, newly revived, makes a lasso and makes a natural 20 roll, grabbing the skeleton and running as they did when they popped Quinby out of the cave entrance. The skeleton had a rapid unscheduled disassembly. Grace Carver had another coughing fit. Realizing that they were now outnumbered, the remaining 3 skeletons raced off. With the group in rapid pursuit, they did not last long.

And this is where we ended the evening.

I think it was a bit more fun, though we almost lost a player character. And they knew better than to try and attack the remaining skeletons and Quinby actually thought of the undead Treant which managed to turn the tide for our adventurers. 

Which reminds me - I need to use my death stamp on my poor Bear character Ursa Major. I need to use those - I also have success stamps, so maybe use those assuming they live!



Wednesday, October 11, 2023

Organic Towns Month 6: Windemere Crossing

Somehow, I managed to miss September's posting. A lot, of course, is going on. And with me running the Monday night games and my predilection to over-preparing yet still not getting things ready to be run at the table, I've lacked time for following up on this. And of course, I also realize it is my own impetus behind doing this, but still, I like consistency.

However - I had thought to bring in the adventures in month 5, which is when that did happen. Now we're going into the future as they have only been there a couple of days, so I may have to slow this down, and start doing another town to bring it up to speed. And I really have no idea where they will go next. The mining town is a possibility, but it is very tiny and basically a corporate-owned town (thanks to the Grinning Frog's the Oracle as that had a good low-level adventure they could survive). So, I may expand out Fort Covenant more as I don't want to get too far ahead of where the characters are. Or start an entirely new town, who knows, and leave the location vague until I need it. Though most towns are going to be heavily dependent on location as to why they are even there!

Anyway - some of these events may still happen before our brave adventurers leave to go wherever they go. Assuming they survive the barrows! And who knows - perhaps Windemere Crossing becomes their base for a while. Though Baldur the Druid will probably stay out of the town in a yurt somewhere.

A recap to month 5:

The pasture and western gate are complete, and a small festival was held in the town. Unfortunately, during the festivities, some illegal alicanto beasts escaped their cages. One was found drowned in the well, and now the town has to boil water for the next few weeks. Which is also slowing down the start of construction for the new eastern gate. Swordsmen are being added, giving us 2 squads of 10 fighters to help defend the city. The main merchant area is being moved to outside the western gates. Both to free up space for the military to train, as well as needing an expanded area as the Burgermeister believes trade is the heart of Windemere Crossing. And the western gate will let the light stay longer in the evenings. 

This month the finishing touches are completed in the new market square outside the town walls. The new market gives easier access to the caravans, as well as a larger area for the wares and tradespeople. From a military viewpoint, the 10-person squad of swordsmen is now fully integrated into the town's military forces.

Rolling on our tables, the moral this month I rolled a 14, so nothing specific happens to the town. Just another month of caravans coming and going, adventurers running off to places where they could have gotten paid to go (though I pulled a GM fiat and had Rennor run off to tell the sheriff what had happened at her father's stables, and he sent out Deputy Newtonson & Sgt Grace Carver to do what he was willing to pay them to do (which that would come out of the town resources. I think there was a relationship between settlement points and gold. Sort of like the vague connection between Traveller's resource units and credits. Though I never played Trillion Credit Squadron which is where I think that comes from. But moving on to our fantasy world...)

Crime wise, there is a group of people in town have been the target of property damage and hate messages. This also gives a -1 to the moral roll, but that still falls into the nothing much happened. Which group could be targeted? You really don't want to irritate the Goblins, as they can be quite cunning and vicious in return. Besides, who would do all the jobs they do that no one else wants to, and Zesp is a cornerstone of the town. Perhaps the Orcs: Orcs are not usually welcome most human places, yet there is an entire family living outside of town, and they actually own property. Going with that, and that one of the outbuildings at the stables had its wall knocked down, and one of the horses was hurt. 

As for events, one of the houses in Windemere Crossing has an infestation of rust monsters! The locks have crumbled, and they may soon be leaving the house to invade the town! The swordsmen do not want to attack as they will lose their swords. However - they can fashion clubs, and lead by Sheriff Sprigbasher manage to successfully assail the creatures. If the adventurers are around in a few weeks of game time, they may help as well.

The population moves to 378 residents as Windemere Crossing this month as the market expands and brings in new travelers tired of the caravans and wanting a more stable and quiet life.

As to what the town wants to do next, they are working on the eastern gate still (done in month 8). For the size of the town, they really have enough food stores. But as winter is approaching, they send out a hunting party. Sadly, they find nothing nearby and come back empty handed (10 SP). To be safe, they start storing food (10 SP) to prepare for the cold season. There is the on-going guard patrols (10 SP). With word of the Orc attacking a caravan the previous month, they start training archers (10 SP). And they also start work on an outpost a day's travel west, where the attack was (10 SP). This will aid in defense and trade. And while they wanted to upgrade the road, it was deemed too expensive at this time (and at 75 SP, we don't have the necessary settlement points). However, one of the newcomers is a master brewer, and so they start building a brewery as the farm produces some fine grains, and there are mountain spices for various flavorings. Next year they may even make a pumpkin spice ale (yes, it is that time of year again, isn't it?).

And that brings us to the end of month 6 for Windemere Crossing. I'm going to switch towns and build that up, leaving Windemere Crossing here until we see what our adventurers do.

And speaking of, my next post will be a recap of our Monday game. We are back to OSE, the Traveller game left at a cliffhanger and who knows when we will get back to that game. 

Can't recall if I shared this, but I made a cover for my PDF. Looks like a travel brochure!

Come for the views, stay for the Orc battles!


Wednesday, October 04, 2023

Traveller Bounty Hunter, Session 3 Recap: To Oriryu

Seated at the CoffeeRUs after Lt. Pratricia Kern left, our bounty hunters try & decide what to do. Realizing that Katja has a few days lead on them and recognizing that with the OTU and how travel works, if they guess wrong, they have just made an expensive mistake. They decide to utilize their skills and start poking into the port data systems. After some good rolls, they do narrow down the most likely as being the Empress Brooke. This was a chartered A2 Trader, owned by one Captain Juan O'Conner. Because it was charted, the passenger manifest and cargo was not made public. However, in researching it's last few jumps and the dossier provided by the Navy, they did tie together the ship and Katja having several overlapping world trips.

The Empress Brooke has 2 engineers, a medic, a gunner/steward, and the navigator who has been with the ship for as long as Juan, over 20 years. The engineers, James and Anna, have been aboard less than 2 years.

As the Empress Brooke was heading to Oriryu, they board the Fenris (as they have named their ship) and take off for Oriryu. I did the Mongoose skill package a bit and one got Navigate (sorry, I just can't seem to make myself call that astrogation though it is more technically correct!) and the other pilot at level 1, as well as each getting an engineering level 0 skill. They still need an engineer, so I need to generate that character should they continue to play. 

The pilot and navigator made good rolls, though the lift off was a bit rough. A week later, after numerous meetings that were often filmed with the Intstellarms weapons on good display, they pop out of jump space and arrive at Oriryu.

At the port they land on pad A6. Again perusing public records, they find that the Empress had landed on pad T3, which is a landing pad with attached warehouse. They also find that a woman and two men had left the ship and headed to the star town. The woman did match Katja's description. 

Anastasia had gotten Martha to basically photoshop a picture of her and Katja looking like buddies. Took a bit of work from the mug shot, but as they have TL-C equipment available, pretty certain that AI manipulation for media can do just about anything. She was planning on using that to help track down our fugitive. 

Going to the World Police (with a population of 900K, there is not a lot of layers to police) they find Captain Jane Fren. She looks up Katja, but there is only a Cr10,000 award for her here, and when they produce the MCR2.5 reward, she is all ears and wanting to assist. They manage to score an unmarked police vehicle, though none actually have any driving skills, so "Wild Bill" Davidson, our nearly 7' tall cameraman, will drive (and he is very vaguely based on a character from the The Girl Who Could Move Sh*t With Her Mind series which is a very fun series. But in hindsight will play up more of his characteristics should we continue playing).

Captain Jane Fren of the World Police

They find that she and her thugs have checked into the Hotel D'Orroe, a cheap hotel in star town. Deciding to check it out, Anastasia finds a very disinterested manager watching a wrestling show. And Shintaro goes to the Purple Fountain Club, which is adjacent to the hotel. When a break comes up, Anastasia slips Cr40 to him (and no, she does not have bribery skill and technically I could have rolled for the reaction, but figured moving the story forward as I was thinking we may be able to close off the adventure that night. Spoiler: did not). He said yeah, they had checked in but were at the club next door. Sharing the picture of her & Katja, Anastasia stressed she wanted it to be a secret to surprise her for her birthday. Clicking a credit on the counter, the manager smirks a bit and indicates he'll think about keeping quiet, but after another Cr20, his silence is a given. 

Purple Fountain Club, from Points In Space


Shintaro had been scoping out the club, bit no sign of their target. At the foyer, Anastasia again tells her story, and finds that Katja was on the private meeting room at the back of the club.

And that is where we left things. I hurried through a few things and ignored a few things to move things on to what I was hoping to be the end. However, we talked a bit, and we moved slower. And sadly, I am never as prepared as I wish I were. None of the NPCs really had anything behind them. And I can barely play my own characters, let alone several NPCs. And as mentioned, I felt I was rushing to get something exciting to happen. 

Not sure if we have another week of Traveller, or back to the OSE game. So I need to find that out so I can plan for the next session!