Showing posts with label dragraffe. Show all posts
Showing posts with label dragraffe. Show all posts

Sunday, April 19, 2020

Entering Ceawla, and exiting Lollipop?

The group, lead by Jenforth Conefrid, crosses the last dune to see the glint of water ahead. With the sun setting on their right to the west, the trees cast long shadows across the dunes. A warm breeze ruffles the feathers on Binky, and Lollipop starts to bugle. Far behind the oasis, large winged creatures can be seen drifting in the evening sun. A faint bugle can be heard, a musical counterpoint to Lollipop, who is starting to become agitated despite the best efforts of Nova, to calm the dragraffe.

Wode and Belinda, looking south, both smile. Belinda is the first to speak, excitement making her stumble over her words. "Look! You can see some adult dragraffes! Looks like they are heading this way - they must of heard Lolli here or something...this is farther north than they usually fly about to."

Lollipop is rocking his cart, his wings stretching out as far as they can as he stands up. Perhaps no one noticed, but baby dragraffes grow fast, up to half a foot or so a day. What used to be a fairly roomy cart is now quite full of young dragraffe, and the wooden slats are threatening to break.

Not so far to the south, two winged creatures are fast approaching over the dunes, the sound of dragraffe bugling getting louder both from the adults flying in fast, and the adolescent bugling from Lollipop. While the Runt Gubbler watches from the safety of the rearmost wagon, Agaric and Crut watch from near the front of the wagons and the magnificent creatures settle down a few scant yards away, their heads towering above the group as they peer at the young dragraffe and the people holding him in a cage.

Wode, with a sense of awe in his voice, says "The dragraffes are a herd group - they are well known to protect and bring in orphaned young. I think we may have just been saved several more days of journeying - we can let Lollipop out here. He can fly at least a bit, and these two will guard him as they make their way back south to the southern hills."

And before I go any further, I'll get some feedback from the group to see if this is okay. We'll get back to some more traditional adventuring without having to haul a baby dragraffe (which, in reality, would have been a lot more problematical as we made out. And yes, baby giraffes actually do grow about 6" a day!)

Sunday, January 19, 2020

The Fantasy Trip - Side Adventure Turns Deadly

What was supposed to be a not too difficult side-quest ended up in the 1st character death in the Dragraffe Chapter of Adventures.

Binky managed to get a stone lodged in his hoof, fortunately, the recently renamed Nova, half-Elf, has vet, and they managed to dislodge the stone, but Binky would need a day of two of rest. They found the town of Thistlewaite by the end of the day, with a happy inn and space to put the cart, hippogryph and dragraffe. Farmers and merchants from the surrounding area had come in, as that's what you do with the inn in more than a day's travel. While Crut and Hans managed to distract and steal a merchant's purse, the rest of the group ate good stew. Other than Granite, who ate a few rocks. A gargoyle never goes hungry if there are rocks about!

At this point we are using the Clockwork Tower adventure, one of five in a Kickstarter I backed for The Fantasy Trip. I won't spoil the adventure here, but it does slot in nicely with the overarching adventure we are on and makes for a good side trip.

One of my techniques when gaming is that if they spend too much time goofing off or not paying attention, something bad happens. Generally slimes drop from the ceiling,  or a wandering monster comes by. This time it was one of the more deadly encounters in the adventure. In fact, the adventure itself calls out for this: if the adventurers are spending too much time in this very cavern they were in, send in the next couple of encounters! So I did.

Of course, Runt Gubbler was in the back of the room, in the only entrance, and he heard them coming up the corridor. A look of pure terror, and the need for new pants arose as he saw the pony-sized creature approaching him. Being a small Goblin, this thing was taller than he was! He immediately whimpers for help as well as casting a high-strength lightening bold at the thing! It gets hit hard but is still attacking him, with two attacks per turn. Fortunately he had recently purchased some enchanted cloth armor, depleting is silver but in this case, saving his life. Hans managed a stab at the beast but did little additional damage. Next round the Runt Gubbler disengages and Hans makes an attack. Somehow he missed, and then the beast lit into him and actually killed him. The most sad part about this was that there was only 1 hit point left: had he hit the thing, this tale would have ended a good bit differently. Eventually the rest of the group kills off the creatures (there were 2 more behind this big one).

I broke out my stamp of death (another Kickstarter, and hey, I got to use a stamp!) and we marked up poor Hans character sheet. And he was getting very interesting, what with that werewolf ring. The player has had a series of bad rolls: he kept rolling a 14 against a 13DX, making it even more poignant.

The player will play the NPCs along with me the next session - we should be able to finish that particular adventure and get back to Thistlewaite, where there may be a passing mercenary or whatever character he comes up with.

I'll have to remember to break out the adventure complete stamps for the survivors. If there are any...

Now, well I felt bad about a character dying, it does point out that this game (and Traveller) are actually pretty deadly. There are consequences to your actions. I don't think this group would be good for the Blackest of Deaths RPG where you are about guaranteed to die in gruesome fashion (my other group, why yes, that may be a great game for them!)

And alas, no notebook, nor for tomorrow's Traveller game. 

Saturday, January 18, 2020

The Fantasy Trip - side adventure

I am also going to run a side-adventure for the group into a pre-written adventure that I have: The Clockwork Tower as published by Steve Jackson games. Written for a party of 4 32 point characters they should be able to handle it. Poor Binky, the hippogryph pulling the cart, will get a stone and need a day or so of rest to get it cleaned up and taken care of. They group will be approaching Thistlewaite and decide to bed down there for the evening. Then just follow the adventure. It has its own special megahexes to match the adventure, so it will be well mapped out. We'll see how an actual adventure plays out - as there are a few others in that book I can fit into my world, it may all work out. I just need to update the map to include the town of Thistlewaite, and may use the town map supplied. But the advantage is that this adventure also gives some pricing info that fit well within the context of the current game, plus magic potions that they players may not know exist (well, I didn't either as we are all exploring the game)

And if I need a trail image, I took one of the pictures I took in Alaska and sort of made it into a line-drawing. Not entirely happy but it does give a nice feel for a haunted trail at least.
Maybe more of a lithograph feel. But this could easily be the trail they follow to the tower of the adventure.

And still thinking about expanding a bit on the Grass Clans, as well as the Puddlejumpers. 

And I need to remember to pack the new stuff and the gargoyle minis I do have. I always seem to forget something. 

Wednesday, January 15, 2020

Lollypop

Just a quick update - last Fantasy Trip session some of the players were drawing. Here is the dragraffe from the half-Elf with the unpronounceable name:
It reminds me of my college days playing - we spent a lot of time drawing characters, ships, vehicles, everything. While the internet gives us a surplus of available art I feel the games can be so much more immersive when you do your own thing, have your own idea of what things look like. Most of my stuff comes from poking around and I try but usually fail to give proper credit as sometimes it is hard to find where the images came from, but a lot of the things are from my own head, such as the made up on the spot grass clans and a few other things. And maps - love me some maps! I even drew (badly) a hand-drawn treasure map the group found last game they seemed to like. Of course in a fantasy world, all maps are hand drawn!

A lot of the games my group does are from published adventures. Since I've started playing and GMing again, I've run a couple of published adventures. They are handy and easy, but I've usually sandboxed them in a larger game. The current Fantasy Trip game & Traveller game are both mostly my own design. For the Fantasy Trip that is working pretty well, Traveller I am not entirely convinced yet.

Anyway, stream of consciousness post without a lot of meat. I do want to have a few posts exploring both the Traveller universe and the fantasy world. Hoping to have a "travelling on a luxury liner" post to help my fellow players get a bit more immersed on board the King Richard, and I think I can expand out on the grass clans (I see grassland schooners tacking over the hills, with a rich trade to woods people for lumber in exchange for exquisite grass baskets that may have a touch of magic in them, or even throw in some stone beetle rocks. I do like to incorporate a lot of my resources. 

Sunday, January 12, 2020

Fantasy Trip - Dragraffe Session 1

The group has found Hans, and a new half-Elven girl. outside the city in a cage, one of many for a travelling circus / animal show. They had caught Hans earlier in the morning, a werewolf roaming the countryside and killing rabbits. When Hans awoke, he had rags on and a half-chewed rabbit in front of him. His new neighbor, a not-quite emo Gargoyle, brought him up to date: he has been captured by Captain Brannigen's Travelling Circus and Curiosity Emporium. Gargoyles are not too common and Granit was captured several weeks ago in the mountains.

Talking to the gruff and not particularly friendly ringmaster, Captain Brannegin himself, the group pleaded for the release of Hans. "Not happening" says the dour man, "we caught him fair and square. There are laws 'bout them werewolves." Unpersuaded by any conversation, Runt went back and found the captain of the Guard. Bringing him back, they negotiated down to a few gold to get Hans released, but Hans refused to go without his new friend the Gargoyle Granit. A few more golds pass hands, and the group is released from the wagon. About this time, the Lady McCory comes by and talks with the young Elf (whose name, Trankritte, has a lot of rolling Rs that apparently us non-Elves cannot pronounce. We've ended up calling her Trans as we can at least pronounce that!). The invitation is given and received, and the gentry woman heads back to town, her puma leashed and walking sedately beside her. She was one woman with no worries about getting mugged in the streets!

After getting Hans back to his room for fresh clothing, the group heads uptown to the rich side of town, near the parks. Edge City is a large metropolis, and mansions adjoining the park are both old and fine. The gate is shut with a bell-pull and a note to pull for service. A quick ring, and the lady's gentleman, William, arrives at the gate asking  how he may help. Handing over the card, responding with "She is expecting you, please walk this way" he leads them through the extensive gardens and yards. They can see large, comfortable habitats for several animals. Trans notices that they all have some injuries that would prevent them from returning to live in the wild. The mansion is large and beautifully designed, and a placard indicates it is the home for the Animal Protection League. Leading them to a sitting room, they find her waiting for them. Some minor discussion goes along, essentially giving the group a mission to return the young dragraffe to the the southern hills where he will be able to live and roam free. Being able to only eat one specific type of tree leaf means he will slowly starve to death in these more northern latitudes. They agree to a weekly pay rate that is based on their current skills for what should be a 1 week trip to the south almost 200 miles, then return. They will be provided with a pair of drivers to assist and drive the cart and a smaller feed cart.

They meet at first bells at the southern gate, the sun rising to the east over the ocean. They meet Wode and his sister, Belinda, and the Hippogryph Binky. Binky could no longer fly, his wing broken in a fight years before. Rescued by the Animal League, he has been trained to pull the wagons, and being large enough, can pull the young dragraffe. At first the entire group is loaded on the back wagon, ready to go, when Belinda, with a deadpan expression, wonders exactly what the guards are getting paid for if they are just lazing around in the back of the wagon.
Binky the Hippogryph


Getting into a spread out formation, they start their journey out in clear yet cold weather, clouds scudding far above. The morning goes well, but late in the afternoon, Crut notices that they are being stalked by something off in the brush beside the road heading south. A very lengthy discussion ensues while they try & figure out what to do. While I tend to drop slimes on them in dungeons when they dither about, there were no rock ceilings for the slimes to hold on to, and wanting to bring a 2nd sabretooth tiger went against the description for these animals. They do finally decide to attack, Hans leading the way with his spear. Charge attacks with pole weapons are great as they do 1st damage. Crut moved up alongside the huge tiger, his blur ring on, while Granit moved in to attack with his 2 handed sword. Hans managed to wound the tiger, but in turn, with great saber teeth, the sabretooth tiger almost killed Hans in a single bite (they do 3 dice damage with those teeth, and since Hans wounded him in the leg, the tiger could only bite Hans). With yet another leather armor getting shredded, things did not look good for Hans. Even worse, as Crut attempts to stab the beast, apparently the site of all that blood and those big teeth unnerved our poor half-Elf rogue, and he dropped his dagger! Fortunately Granit hit and did some significant damage to the beast, enough so that it would not be able to attack next round. The 2nd round, Hans moved out of range and poked at the tiger, hurting him some more. Crut was grabbing at his blade, unable to attack this round, and Granit, with a single blow, cut off the head, killing the tiger! Hans is treated my their master physicker, who heals 3 of the damage points, and then he takes a swig of the powerful healing potion, restoring another 3 points of damage. Sadly, Trans wants to see about befriending the newly named Lollypop. She did not succeed in her roll, but neither does the dragraffe want to attack.

Making camp a few hundred yards from the kill, they have fresh sabretooth tiger filets for dinner, and Granit makes a hat out of the tiger's head, the teeth hanging down to either side of his eyes, and holes cut out to allow his horns to stick out. Setting up a rotation, everyone but Granit goes to sleep, the fire burning low and giving off little light or smoke. And apparently gargoyles like to watch people sleep, at least this one does, and notices Hans tossing and turning, then changing into a werewolf! Even with a 4D roll against his IQ he succeeds, and manages not to eat his fellow travelers. Instead he wolfs down the remainder of the sabretooth tiger meat, and runs off in the grasslands, heading south to scout out the area ahead. Granit wakes Crut when it is his turn, and tells of the werewolf. Crut maintains a vigilant watch, which extends longer than it should when, a couple of hours before dawn, he sees what appears to be a man walking up the road from the south. This eventually turns out to be a naked and shivering Hans, who has yet maintained his dignity. He found a few merchants and farmers ahead but no obvious dangers. One apparent good thing about werewolves is that they heal faster - each time he turns I'm allowing a 1 healing point. Not as significant as most fantasy allows but then, this is not mist fantasy. Plus there are only 3 nights a month he turns. Now, whether or not he can turn at will is something to be decided, but probably not. And the next time it will only be 3 dice against his IQ to not attack his companions, and if he succeeds, 2. If not, hopefully someone is keeping an eye on his on those full moons!

The next day they continue on their journey, crossing through the grasslands. Mid-morning they meet a grassclan making camp alongside the roads, their wagons a colorful display of grasses woven in beautiful patterns. They exchange the sabretooth tiger pelt for 10 nesting grass baskets, which Hans recognizes would bring a good price back in Edge City. And the Runt Gubbler figures he could hide in the largest if necessary. After sharing some grass soup, they continue on their journey and come to good camping spot that evening, no other events during that day.

It was at this point we broke for the session, what with homework needing to be done and hungry children.

Some lessons for me on this: I really do need to get and use a notebook to track everything down. All the GM tips indicate this, so I will be breaking down and doing that rather than scraps of paper hear and there. And wrangling 4 children with a variety of ages and interest in the game is also challenging: appealing to a young girl and 3 older boys is a balancing act for both me and the father! (Uncle to one if I recall the relationship). So far I think it is working out for everyone. But we'll have to figure out a food thing as they get hungry.

Next session there will be a side-quest in some dungeon or another. This is one of the reasons I brought in the 2 NPCs - to give a bit of flexibility for doing other things along the way. Plus if someone dies, I have 2 spare characters they can use. I've only given them the driver skill so that if a player does need to take over, they can design the rest of the character.

Saturday, January 11, 2020

The Fantasy Trip - Dragraffe Chapter

As per the previous post, the party will have to save the young dragraffe. Their native natural range is about 200 miles south of Edge city, in the hills that border the southern edge of Kalor Desert. So we have an overland trip they need to prep for, and they will need a real reason to do so other than doing the right thing.

So, the circus / sideshow master is a cruel person, and there will have to be some haggling to get Hans out of the cage, as well as the young dragraffe. And here is where we bring in our patron, the Lady Veranda McCory, a naturalist and part of the gentry. She was one of the people amongst the crowd and noticing the interest our young half-Elf has with the dragraffe as well as the outer group, after they get Hans out of that situation, they all receive nicely engraved invitations for high tea at the McCory estates. She wants to restore the creature to its home, knowing it will slowly starve here. The dragraffes eat only a very specific tree that is only found in the hills south of the desert. The trees require much warmer weather than Edge City is having, especially now that we are in the start of winter. She is willing to pay them a fair wage, based on the jobs found in the rules. For the master physicker, 100 silver a week. Crut the rogue is n at 50 silver a week, Hans at 50 silver as well and the Runt Gubbler, well, that will have to up for discussion as she is not sure a Goblin mage is even needed for this trek. In addition, she is supplying a large wagon and draft horses to haul the dragraffe.

A trip of 200 miles should be interesting. The rules for travel are pretty straight forward:
30 miles/day for normal road travel which is the 1st actual 150 miles, the 20 miles/day along secondary road through the desert. There will also be outdoor encounters as per page 55 of the manual, and I will have to come up with some of my own tables as I have way too many monsters and things I've picked up over the years (darn you Kickstarter!). And huh, really need to describe that topaz ring that granted Hans both +3 DX and the curse of the werewolf. Perhaps he should have looked at the ring a bit closer to see about deciphering the runes. And apparently he cannot take it off.

The dragraffe may also attempt to get out of her cage and fly around - hopefully animal friendship is working! And Hans will turn into a werewolf as per the rules each full moon. Pretty sure that will become an interesting adventure of it's own.

And a dragraffe stats:
ST: 30 for young, 60 for mature adults
DX: 10 - 12
IQ: 7
MA: 12 ground, 30 flying. 

An odd cross between a giraffe and dragon, dragraffes eat a tree unique to the hills south of the Kalor Desert. They do not share dragons lust for gold per se, but they do seem to collect shiny things like crows. Their nests are built into the hills, shallow caves usually with a mixed varierty of shiny things. Also unlike dragons, they ten towards herd behavior, with 2-4 males, 6-12 females and several young in various ages. They are relatively rare, but due to their restrictive diet do not fare well long outside their native habitat.