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Showing posts with label Guest DM. Show all posts
Showing posts with label Guest DM. Show all posts

Thursday, May 16, 2024

Dubzaron Session 152: Hole Lotta Adventure

During this session I was actually a PC! DM Vince McMaximus was the referee and I had a blast. If you’re stuck as the foreverDM at your d&d table you really need to embrace the BROSR methods and mindset; you’ll be a PC in your own campaign world in no time. 

I made a whole twitter thread about my experience as a PC during this session you can read here. But I’d like to emphasize that I had to roll a new PC because my main PC (who would have done this session’s goal) DIED IN DOWNTIME. Worse than that, Liano the Elven Enchanter died at the hands of CThaylor the Demi-goddess when she rose from the depths and wrecked Fishton during my Battle Braunstein event! 

Liano was chilling in Fishton’s elf district and I mostly forgot about it and didn’t care that much since I rarely get to PC. So at the start of Session 152 I realized oh man Liano was on site when CThaylor was raised at the Wet Wedding and went on a rampage. I decided to let the evening’s DM decide what shot Liano would have had to escape before his house was crushed or whatever. It was deemed 50/50 and the d100 roll went against me. So I and the co-DM retconned my character death; allowing CThaylor to claim another victim! Insane. Brosr play can’t be topped.

Just read DM Vince’s session report below and find out for yourself. God bless. -DM BDubs

Participants

 - Hermes L4 Mage (Edge Wizard), Neutral

1 MD CAV(Bob)

    Valor Cleric 6 Undead Slayer Lawful

    Honor Paladin 5 Gallant Lawful


    Esmerelda Mage 5 Warmage Lawful

    

    Wolf Eye 1st lvl elven ranger

Arcanist Avenger: L1 Elven Nightblade, Lawful

Platoon vet horse arch 

Platoon nomad horse arch

Session report:

The crew set out early morning of May 8th from FOB Dina 1 en route to FOB Dina 2 which was newly established thanks to the clearing operation this same crew did a while back.  Apparently (due to this odd fixation with Queen’s Rest) this crew likes hanging out with nomads drinking mares milk all day.

Because it is apparently not known about Dina and the Brovenmaidens..they are a group of lady fighters from Brovenloft.  What? Are they like Amazons or something.  NO! This is far stupider!  Because Eddie the Lich, during the original Brovenloft, sent every fighting age male to fight along side hordes of skeleton warriors to sack the Elf King’s Kabul Castle…all the fighting age males ended up in Red Frontier when they got World War Wished out of the Papal Solar attack in Elven Kandahar…

Later the next day, when Eddie’s Bass Pro Shop pyramid got bombed by the same Solars, he used what ended up being his final wish to make a company of fighting age females L1 fighters so they could use the platoon of tanks the Red Frontier mage, Boldvay, brought with him to Brovenloft, in order to be used on the assault of the Count’s Castle Brovenloft.  They Brovenmaidens (Eddie the Lich, iron maiden, brovenloft…you see?) Were led into battle by a one Smokey the Bugbear into the battle at what was called, in their journals: Sesylvaniagrad.  Captured by the Elf King, they were all treated hospitably after the impressive slaying of 1000 hippogriff riders and handing the “pope” the greatest PR defeat in Brovenhistory…circuitously, Smokey and Jake the Snake Roberts brought the Brovenmaidens with them back to Dubzaron.

Dina is their leader and hunched to Vince…thus the memetic importance of naming the FOBs “Dina”.  #BROSRLore

Anyway, the party met some more nomads in the night.  I rolled to see if these nomads knew the nomads that were already friends with 80% chance they were different.  I rolled in like the 90s…so they’re boys.  They keep going.

The important thing that happened was when they found a hole in the ground.  This hole is in the ground because of the results of the ACKS II wilderness travel rules.  They’re super cool.  The result was technically a “portal”…Well Dubs now STRICTLY controls the goings and comings to and from his precious little Dubzaron via the Black Lodge (I don’t blame him).  Therefore I decided to stick it to him by hollowing out his whole planet.  But the players don’t know that…they only guess it.

After nervously exploring around the hole, they finally got creative and figured out a way to float down this bottomless pit.  Hermes the Good Guy cast levitate on Arcanist Avenger who floated down about half a mile to discover that he saw an opening to the hole on the other side that looked like sky.  The party decided they would like to come back better prepared.

So they decided to hex clear.  They met some berserker types in a little palisade camp.  The painted their flag with a blue hand.  Honor the paladin is apparently the most charismatic dude in the Borderlands now that Vince is a good guy, and he went and convinced these guys to proclaim allegiance to Dina.  Nice!

The crew kept going and found a herd of 80 light horses munching on the grass.  The party cast “talk with animals” and appealed to the horses with the promise of oats…it almost caused a revolt of their own horses who thought they weren’t going to get any oats.  Apparently there were enough oats.  The price of oats has spiked in Turos Spen. 

There was a lot of bouncing around at this point.  Notably, they found some more Blue Hand berserkers…again this was the result of dice.  One night they got surprised by a pack of Blink Dogs.  The dogs attacked but after being given jerky by this lawful party, it turns out that the guy that got mauled by 4 dogs turns out to have been just been mauled with slobbery dog kisses by these good bois.  The pack of Golden Retrievers with visible halos blinked away in gratitude.

Eventually the party made it back to Dina 1 and had to wait for a while while Mike Tyson counted out their reward.  There are 2 platoons worth of nomads hanging out there too and are antsy about getting back to the main camp of the great Kubla Ken. The platoon leaders are Secretariat and Mannamead.  The naming convention for these horse warriors is names of famous race horses, save of course is the title of the Great Ken of the Kennhate.

So this whole session was completely no prep.  The hole itself was created by the table in the book hit from solo play that was to fulfill the conditions created in the last session.  I’ve never thrown as many 1s and 2s on encounter rolls before.  I felt good about how the session turned out from a DM perspective given that this is mostly wilderness travel.  It’s still wasn’t as good of a session as the no-prep session where the chaotic party ran into John Candy the Hill giant and ruined his life.


There were no aberrations in PC roll play.  E for everyone

.Experience

XP for Treasure: 7132

XP for Captures/surrender: 2713

Total XP Pool: 9845

Cuts: 10

PC Cut: 0%: 1969

Hench Cut: 0%: 984


Thursday, September 21, 2023

Session 116: VincentLost.gif

Dm BDubs here with another session report from Co-Dm Brigadine. Next week I am back on DMing duties and will deliver the session report for “Ill Met in Muppetlantis”. 

You’ll notice this session the PCs are back in the dungeon. It’s funny that Dubzaron had so many dungeon delves in the summer of 2023 when the primary discussion point in the #BROSR hashtag this summer was about overland campaigns and army battles. As I’ve stated before PCs interests in army stuff seems to wax and wane. And in a few weeks the PCs march a big army on Fishton which I DMed. I hated that session. Was it because ACKS Domains @ War  mass combat is worse than simply scaling up 1e style? Is it because my players let me down in their #desertswamp #zeroprep ? Or perhaps I was just in a bad mood that night? Stay fixed to this website to find out!

But for today, Dm Brig takes the intrepid adventurers into a dwarf dungeon vault. They’ve been there a few times and I’m jealous of them being able to delve it. This is a very cool and evocative dungeon which, it’s my understanding, was made with a random generator before the session and Brig rolled with the punches in session adding flavor, story overlays on monsters, or just saying “yes” to pc ideas of what they were looking for when they delved  

I don’t think this qualifies for #zeroprep but it certainly isn’t #prepaddiction 

Enjoy! -DM Dubs 09/21/23


Session 116: VincentLost.gif 

6/21/23-6/22/23, rest 6/23/23, active 6/24/23 

PCs: Nezra, Aelways, Miles, Standing Mtn Henches: Dwargon, Samwise #ACKS 

 The boys were back after the Uberscroll, suiting up to delve the cursed vault outside of Azen Radokh. During downtime, the statue of Thane that the party brought back after being petrified was emitting a mental racket to everyone around it. At first the public thought it was a novel thing, chuckling over the bad dad jokes or finding some comfort in the sounds of a dinner party in full swing, but after a few days it started to bother them. The party made note of this but took no action to address it. Standing Mountain the elf arrived, having heard late about the adventure but willing to throw in with the party for success. The Spellsword was big for an elf and wore a very fine suit of plate mail. The others picked up a few replacement henches and outfitted them then went for the dungeon. Brolly the Explorer was absent for this session so Miles took over calling duties, leading the party easily back to the dungeon location. They avoided the shelf that housed some unknown threat that overlooked their usual path to the dungeon by catching a lucky roll. Otherwise DOOM AND DESTRUCTION or something.

Into the wide vault entrance they went, with Nezra’s disgusting partially decomposed fungal zombies in tow. They settled into an SOP for doors and things and kept it moving, reaching the second level with ease. Deciding to poke about more on this level rather than descend to the next, the party discovered a lounge style room filled with couches, chaises, chairs, and the like. The thick carpeting on the ground was dusty and mildewy from the gross nature of the dungeon and concealed a hidden trap door that Aelways narrowly escaped while heading to inspect one of the other doors in the room. The next room over had an iron chandelier with eight flames lit and dancing, none of which emitted smoke. The party chose to return to the lounge which had many exits and choose a different path. A portcullis barred the next choice and despite Standing Mountain’s high strength and success in bashing doors so far, he and Miles were unable to lift the obstruction. Aelways the machinist could discover no obvious mechanical solution to the mechanism so again they chose to go another way.

A stone door etched with arcane runes blocked their path at the end of the next corridor. Some inspection and synergy with one of Standing Mountain’s known spells led them to believe it was magically sealed in some way. They tried to bash it open with no luck and retreated. There were plenty of paths to take so they weren’t going to waste much time fiddling with obstructions. The next bit they confirmed an alternate route back to the stairway. The party also discovered a small room filled with fetishes. Miles was able to detect evil and reveal a hidden ouroboros that only glowed to his divine sight. They very cautiously inspected the room and uncovered a hidden compartment. Inside was a five-headed hydra statuette with gemstones for heads. It definitely radiated evil to Miles but inexplicably he allowed the spellsword to scoop it into his backpack.

As the party continued through the dungeon intent on continuing to a lower level, Standing Mountain heard in his mind a chorus of feminine voices impressed with his strength. To the rest of the party the elf’s audible response of “Damn right” was pretty weird and out of the blue. He made a successful saving throw to avoid… something… and was granted the effects of a Commune spell, three yes or no questions to be asked and answered immediately.

The party discussed this for a bit and settled on the following: "Is the scroll on the third level or lower?" Yes "Is there special danger with the door with the runes to the east?" No "Will you attack us if we try to retrieve the scroll?" Laughing no I think this reaffirmed their position to delve deeper since the scroll was the goal after all. Off they went down the stairs, burning some fresh spider webs on the way but finding no spiders. On the third level, a door that was previously scrawled with arcane runes could now be inspected by an arcane caster who determined that the language was more a shorthand for notes in some weird cipher than actual spell material. They noted this and moved on. A lever activated portcullis blocked their way forward, but as the party poked around the room, Standing Mountain discovered a false wall that lifted like a small rolling overhead door. The group proceeded through and into a room that resembled a workshop of sorts, with an old kiln and a coal bin along one wall. To the north was scrawled, “Praise Sinmabi” in common on the wall. Standing Mountain was able to recall that Sinmabi was an orcish warchief that was a footnote in the history of Auran expansion. He should be dead in battle for many hundreds of years.

Again they poked around, again the elf found a secret compartment, this one sliding open to reveal a huge statue of a troll archer set within the wall. The group immediately identified that trolls are not typically archers and found that very strange. Aelways carefully examined the statue and discovered that the arrows in the quiver were freestanding rather than having been carved as part of the whole. By removing one he gained a silver tipped arrow and activated a mechanism that caused the statue to pivot, opening a narrow passage into the room beyond. This room was dominated by a huge pile of broken glass. It also had spiderwebbed cracks all over the ceiling. Some of the group carefully poked through the glass with spears which took quite a long time, but this was one of those sessions where random encounters just would not hit, so eventually they discovered a pile of treasure underneath. One of the satchels was quite heavy so the two henchmen were detailed to tag team it. While trying to open the lock on the next door, Aelways’ picks became stuck and broke when he tried to free them. Standing Mountain was able to force the door open anyway, revealing a corridor and another locked door. Without lockpicks Aelways could offer no solution, so the spellsword again tried to force the door, this time triggering a javelin trap that shot out to inflict a solid hit on him. Miles quickly healed the damage and the party was up one javelin but down one pathway, opting to backtrack and take a different path.

In the next chamber, the group found a fountain of three dwarven women holding jars over their heads. On the fountain’s basin was scrawled “4, 10, 2, 10”. They didn’t really have anything to go on for what the numbers might mean but took a note anyway. Then Nezra the Sporecaster cemented my hatred of the class by regaling us with a description of how he was “secreting” into the fountain to foul the waters and potentially convert other creatures to fungal zombie thralls. Just disgusting. They rapidly left that room for another that smelled faintly of patchouli which the elf recognized immediately because elves are the closest things to filthy hippies we’ve got. On the northern wall the phrase "Lukhak fell here, her song has ended" was scrawled and another magically sealed door like the one on the level above blocked their passage forward. They turned back to regroup for the next delve, again finding no random encounters while moving out of the dungeon and back to town.

Musings: Weird session with no action, but we abide by the dice. I was surprised that the crew didn’t go directly for the lower level but it led to some interesting discoveries. First time we’ve broken some lockpicks. Had some challenges with mapping. I’ll endeavor to be more clear in my descriptions but without the Mapping proficiency it’s all gotta be verbal and if there’s confusion well, it’s a dark and dangerous place down there. This will be the second blatantly evil item this group has picked up. Starting to wonder about that Paladin. And finally, I hate Sporecasters. Grades: Nezra - Just. Whatever. Gross. He did the thing but I don’t have to like it. E Aelways - Thief-ish role that was played straight E Standing Mountain - Weird dual role of fighter/mage. Upfront and assertive as fighter, curious about arcane stuff, super intrigued by weird statue. E Miles - Only aberrant behavior is abiding the evil item for the sake of greed. Would expect more assertiveness in the future for blatantly chaotic things. Otherwise up front, leader/caller, laid on hands when needed, S.

Friday, September 8, 2023

Session 115: Surgery with Sledgehamers

Happy Friday, gamers. DM Dubs is back with a session report from DM Brigadine. Worry not dear reader, I returned to the DM seat (mostly) full time again at session 120. IRL chilled a bit around that time. So there are only about 5 more of these reports before you’re back to full strength unfiltered DUBS. 

Until then, here’s another cool dungeon delve session from DM Brig. See his Musings below where he notes how this dungeon was started by my running my kids through Appendix A. The dungeon got kind of big since my kids delved it about 4 times. They had a lot of cool memories there and the level 2 or 3 PCs they achieved by going there have since mostly moved on to other dungeons and POIs; primarily adventuring out of Kyle’s lands lately when they beg me to run a session here or there. 

As Jeffro outlined quite a bit this summer when he was running “tournament” session(s) at a game convention, it can really add some great flavor and new regions to your campaign if you run various tables both online and in irl space. There’s really no reason to dream up a new campaign world for every group of players who want you to DM them. If you pick a spot on your ongoing campaign map and plop them down there, they will add concepts and worldbuilding to that area for your legacy players to riff off of. And you, the Dm, don’t have to prep anything because you should be (if you’re running a real campaign with downtime or braunstein actions) extremely acquainted with your campaign world and the elements inside of it that a new party might get excited about. 

You can also just start telling this “tournament” table about your campaign as they are generating characters and the first story or hook or stupid gonzo inside joke (MUPPETLANTIS BAY BAY) that they laugh or are intrigued by can be the session hook. If everything bores them then you tell them “fine [redacted]’s, y’all come up with something better” while you go pour yourself another mixed drink. 

This type of D&D is without limits. All the things you wished you could have done or had happening in your campaign when you skimmed over the rule books in high school or middle school are possible. And it’s so easy. Emancipate yourself from mental d&d slavery. Only yourself can free your own DM mind. With the BROSR patented D&D gaming methods. And kayfabey.* -DM Dubs 09/08/23 

*(baby.)

Session 115: Surgery with Sledgehammers 
6/14/23 - 6/15, rest 6/16, active 6/17 
PCs: Samson, Edelweiss, Xanthos Henches: Koite, Potami, Ulysses, Frostweave, Davian, Azalea, Lily #ACKS 

We’re back with another thrilling installment of Dubzaron Does Dungeon Delving, this time deploying some big guns in the hopes of gaining precious resources for our fledgling Domain leaders Prelate Xanthos of Turos Telle and Edelweiss the Mage. With an average level of 5 or 6, the boys were stacked. There were hooks to go around but Edelweiss had done an impressive amount of investigation into the location of a source of power crystals, or a crystal refinery, or some other Visitor related industrial shenanigans over several months, leading him to found his domain in the hex that allegedly held the site. In Dubzaron, everything unique or interesting that gets “memed” into the world must be in a dungeon. Prevents solo players from gettin’ silly, not that they would. Anyway, that’s where they wanted to go and who am I to protest?

The first part of the session was the PCs getting organized and traveling. Generally we encourage that kind of thing to happen in downtime or at least pre-session but schedules were wonky that evening so we powered through. In short order, the crew and a boatload of henchmen were at the yet to be named construction site of Edelweiss’s stronghold. 

They struck out and searched for the site of the dungeon using the lair finding rules from L&E, finding the site around lunch time. It was a small island in a small lake with some kind of fort or structure acting as a pedestal for a very tall statue of an elegant, robed woman holding a torch aloft. The torch did not burn and the statue was covered in a heavy green patina. From the bank they could see a door leading into the structure. ACKS helpfully lists the time it takes to build a crude raft in the equipment section of the core book as 1-3 days, presumably depending on material and expertise. If they could produce from their stable of characters a sufficient proficiency throw I’d rule a day, otherwise it’d be longer. No surprise someone had something, engineering or survival I forget, and they put together a raft by mid morning the next day.

They paddled across the small lake with nothing attacking their precarious position of ten adventurers on a makeshift raft. While the party as a whole was large, there were only three PCs, with Edelweiss being elected as caller and Xanthos volunteering to map. I think Samson’s player needed a break from dungeon responsibility as he does heavy lifting in both Dubzaron and Oberholt so for this delve he was acting as frontline muscle.

There was a wooden door banded with rusty iron that led into the structure. Attempts were made to make level 0’s sacrificial door openers but when prompted to make loyalty rolls the crew thought better of it, rotating door opening responsibilities throughout the session. Coincidentally, Edelweiss never opened a door. A stairwell covered in moss and algae led downwards into a dank tunnel of hard packed soil reinforced with timber, almost like a mine shaft or trench. 

They had no tracker surprisingly, but they could tell that the center of the steps were worn from traffic by the differing thicknesses of moss through the center and along the edges. They descended carefully, some of the scrub hench holding lanterns and torches for light, into a long tunnel with a couple branches. They have a habit of choosing a direction in dungeons and just going, which helps with decision paralysis I think, so here they chose west and kept at that most of the night. They busted open a stuck door, but this one was steel. Unfamiliar to some of the hench and Samson but Edelweiss and Xanthos had seen some shit in Dubzaron’s weird ass dungeons so they knew steel when they saw it. The room was empty though, with more doors leading in each direction. West!

The next room they came to was a bit larger and supported by four heavy wooden posts carved in what Edelweiss recognized as Visitor runes. The mage cast a spell to read the language, learning that it was some kind of manifest or log depicting delivery or production. It was hard to parse in its current format but given a few days he was pretty sure he could recreate it on paper to learn more. I have no doubt the fastidious player made a note of that before they moved on. 

The hench Davian acted as their thief this session, listening at doors and searching for traps. At the next door he heard bubbling water but no threats so they entered, finding a large pool of clear water bubbling away in the center of the room. There was no coping or lip to the pool, the water seemingly right against the dirt, but it wasn’t muddy. They didn’t investigate the pool any further, assuming it to be some kind of ore rinsing installation or something, and carried on. The party traveled through a few dead end hallways, eventually discovering a small room filled with crude stone containers. As the crew started investigating them, they realized they were filled with treasure! We love treasure! Oh and Potami died. Contact poison. But look, silver pieces!

This weren’t Xanthos’ first rodeo, so he calmly cast delay poison and then neutralize poison, curing the henchman and leaving him at 1 hp. High level magic can cover up some blemishes on the session for sure. He might have cast a heal spell too I don’t recall, but he was taking care of business.

They took their loot which was clearly too primitive for Visitors and split it out for weight, continuing on. The next room that they encountered was small, and unlike the rest of the muddy dungeon was walled in red bricks. Seemingly at random, some of the bricks were gilded in Visitor runes, shining golden in the light. Samson chose to touch the runes of two bricks at once, triggering a flash of light that struck through him to his core. It results in raising his dexterity score by 1 point but forcing a roll on the Tampering with Mortality table. This resulted in an affliction that causes him to mutter to himself and impedes his initiative when casting spells (he’s a cleric). While the party collected themselves to continue, Samson muttered to himself about them being cowards for not touching the bricks. They laughed at him, he enjoyed his higher dex score, and a good time was had by all. 

The next room was smallish, with a smelly cot in one corner and a few exit doors. The party poked around for secret doors while Samson checked the cot. Out sprung a startled wolfman ready to fight, biting the cleric despite his high AC. A fight ensued, eventually the summoned hero Mandonio and spiritual weapons puttin’ a whoopin’ on the creature who could only be hit by magic or silver while Samson just kept getting bit. A failed morale check had the creature throw his hands up, surrendering, and he and Samson immediately began to argue, Samson denouncing the fiend for biting him and the wolfman claiming Samson was rummaging for his unmentionables. A few minutes of this and some discussion about what to do with him led to the creature trying to escape. Mandonio the summoned hero pursued but the party was uncertain of the results.

Samson took petty revenge on the creature, pissing all over his cot and breaking his mess kit and various other small embarrassments, while the party finished searching and chose a different door to leave from than the wolf had. Xanthos cast cure disease on his fellow cleric, certain that the creature was a werewolf and concerned about Samson contracting the foul taint of lycanthropy. Running low on session time they chose to investigate one more door before leaving, discovering a small 10x10 room with a little hidden tunnel towards the base. It was very small, such that a female or elf or something would have to attempt to crawl through it. They opted not to risk it and extracted, crossing the lake uneventfully and resting at Fort TBD.

Musings: This session was driven by another of Edelweiss’s goals. The players seem happy to indulge him so hey rock it out. This dungeon was a randomly generated Appendix A dungeon originally discovered by Bdubs and his sons in their own sessions offline, so I had a hand-drawn map and some horrendous scribbles that allegedly were notes of some kind. It was fun to put my take on it and poke fun at the OG for his handwriting on the Discord later on. This is another dungeon that we are able to hand off back and forth because it’s generated live. There’s no fore knowledge to be compromised so multiple DMs can have a hand in it. It also ties in offline games and our Dubzaron games within the same campaign which is pretty interesting. 

Session 115
Xp from Kills:
Xp from Loot: 996
Total XP: 996
Cuts: 13
PC: 0% 153 5% 161 10% 169 Hench: 0% 77 5% 80 10% 84

Wednesday, September 6, 2023

Session 114: The Search Continues

DM Dubs here again with another session ran by DM Brig. I was not here but I’m jealous of the PCs to delve this dungeon. There’s so much going on in this place. A jade Minotaur head which oozes blood when the god of death’s name is spoken aloud, ceilings and floors with strange chaotic Lovecraftian patterns, murder chickens! Great stuff all around. 

Nezra is a weird class indeed called a Dwarven sporecaster. It’s from the new ACKS splatbook all about dwarves called “By This Axe”. I just recently got my physical copy and will start reading about the sporecaster. It’s my understanding the beta test of ACKS 2e has banned the sporecaster for being really dumb I mean overpowered. I think what I like the least about the class is making zombies and undead kind of bland. The sporecasters hench are like plant zombies which does indeed have some Appendix N influences or at least some early dnd influences like “forbidden city” wherein Gygax had some plant zombies attack so they wouldn’t be able to be turned as undead. I think Gary always hated Turn Undead as this is at least the 3rd place where I see he made it less useful in a module (the other being b2) or a splatbook (“monster manual 2” where you’ll find pseudo undead).

I ran as a Pc with nezra once and found the class to be ok. It has decent flavor to play on with its alchemical themes that we riffed on when I created the Baja blast dwarves. However I still think that dwarves and alchemical plant zombies aren’t really themes that mix well. Where is this in Appendix N? Even fantasy written after 1980 (which you most certainly should NOT read)? 

It’s not as if the sporecaster in dubzaron is overpowered or taking over the campaign. It’s more than the power level exceeds the “cool” or “pulp” aspect of the class. The plant zombies don’t detect as evil. Why? That aspect alone makes the whole thing kind of boring and more video gamey. 

I’ll have more thoughts on the class at a later date when I finally read a bit of “By This Axe”. I support Macris and ACKS but as we’ve learned in the BROSR, the more you play the actual game the less interest you have in collecting ttrpg books you don’t actually need or read splatbooks. Who needs splatbooks when I have a dozen or more players trying to break my campaign world in half every few weeks?

So please enjoy this session report from DM Brig wherein the PCs try to find a unique scroll artifact which would break the entire magic system in dubzaron if they were to find it. -DM Dubs 09/06/23

6/7/23, 6/8 rest, 6/9 active
PCs: Brolly, Nezra, Aelways, Miles, Thane 
Henches: Alejandro, Bob #ACKS 

This week the players were back on the search for the Uberscroll, or whatever it’s called, a scroll rumored to never read the same information twice. No one really knows what that means, but Edelweiss the Mage was keen to pay some adventurers to bring it to her so she could find out. We fired off the session in the dwarven vault-city of Azen Radokh. 

There was some chatter about trying to improve the margin on the mission by getting the dwarves involved to sell them back their own vault or something, I didn’t really follow, but they decided to chase some diplomatic action in downtime due to the Take Me to Your Leader rules in Dubzaron. You can’t just walk up and talk to important folk, you gotta get on the list. That takes time and 1:1 time is more valuable than gold.

Some small visits to the market for supplies and recruitment added Thane the Vaultguard to the PC group (Welcome!) and they were off, making it back to the cursed vault dungeon with little difficulty. Nezra the Sporecaster retrieved his waiting zombified carcass scavenger from where he had it bury itself nearby and the crew got formed up with marching order and light sources. The party anticipated the giant lizards in the first room of the vault which had been there every previous visit. This time the usually docile creatures lost their minds on seeing the adventurers and immediately attacked but the crew was ready. With the zombie crawler up front throwing paralyzation attacks and solid tactics, it wasn’t much of a fight, most of the damage taken soaked by the disgusting fungus grub. The real swing in the party’s favor was Nezra’s reanimation of several of the lizards into zombie lizards, with Thane commenting to Miles the Paladin, “You’re alright with this?” The spore zombies don’t register as evil so Miles just shrugged it off as weird dwarf shit.

They easily found their way to the portcullis leading to level two which was still staked open from their previous visit. The zombie critters descended in front of the party where they were completely unconcerned by the chaotic labyrinthine pattern carved across the threshold of the landing, but Miles was bothered all over again. Crossing the pattern caused no negative effects and the party kept it moving. A fumbled hear noise check had them jumping at ghosts, swearing there were ogres on the other side of the next door. They plotted an entry and sprung it, finding nothing but some curtains waving suspiciously from their horizontal hanging along the ceiling. They pulled the curtains down with spears, revealing the entire ceiling to be covered in that same chaotic pattern that adorned the threshold to the level. The next chamber had an expertly crafted archway for an entrance, which is standard for this vault, but this one was carved with various jester faces on each block. You can throw demonic runes and undead and whatever else at players but mention clowns and suddenly the dungeon’s too dark and scary.

Behind a portcullis in this room the dwarves were certain there had to be something secret. Now I’m a huge fan of randomized dungeons which often have dead ends and pointless features, but this one actually had something in it. After hearing some murmuring voices like eavesdropping on a dinner party, the dwarves uncovered a small compartment the size of a P.O. box that held a minotaur’s head made of jet.

Much discussion was had about the head, which definitely popped for Miles’ detect evil, until Thane just grabbed it, made his saving throw vs Death, and said, “Ok, let’s go.” A bit of stunned silence followed, then they laughed and ran some theology checks now that they could see it better. It was much heavier than it should have been, Thane with his big guns having trouble holding it for very long comfortably, and reminded Nezra of Nargund, the Cthonic god of the night, predators, and hunting. When Nezra spoke this aloud, fresh warm blood oozed from between the head’s teeth and dripped onto the ground. Thane took this opportunity to run this blood over the blade of his axe in the hopes of increasing the weapon’s combat effectiveness then put the statue in his pack. The party moved on, trailing fresh blood from a dripping axe. At the room where they left the cockatrices staked in the last session they found that their stakes were still in place. Thane was going to open the door and they would rush the room with zombie creatures to soak up petrifications while the second rank and ranged tried to throw oil and shoot at the nasty roosters. Unfortunately, the monsters were alerted to the party and ready, charging at the door as it was opened before Thane had a chance to get behind the lizards.

The crew laid the lumber on the birds in the first few rounds of combat, but unfortunately Thane caught a peck on the cheek and turned to stone, the Nargund statue with him, before they were able to kill the pesky birds. They found several figures in the room with some evidence of wealth on them in jewelry or fancy armor, including a medusa, hobgoblin, and ogre. They broke the medusa’s hand off with a ring on it and failed to chisel free a crown off of her head, instead shattering the head and crown into pieces. The hopes were that they’d be able to get the items restored with magic. Thane was left to decorate the doorway while they searched deeper into the dungeon, finding a room filled with spider webs that of course they burned. The spiders hiding in the webs escaped through a hole in the ceiling, leaving behind a few desiccated corpses that had a bit of treasure on them. Feeling pretty good about themselves, they kept going, descending to the third level of the cursed vault. This level’s archways were not the works of art of the levels above, crafted in uneven jarring angles. It was also darker, more oppressive here, with faint bioluminescent fungus growing along the base of the walls in a dark purplish/blacklight color giving off ominous vibes and causing Nezra to let loose with a manly giggle.

There was a fountain carved into the corner of the landing with a beautiful mountain waterfall scene burbling peacefully. Nezra took a drink from the water, probably inspired by Thane’s bold handling of the definitely not evil minotaur head, and reported the water was cool and clear. The first door they came to was carved with an inverted pentagram of arcane runes filled with the reddish brown of dried blood. With no arcane casters or proficiencies the crew shrugged that off and moved on through a square room lined with fungus and down a long hallway lined with fungus. They tried to enter a door that was stuck but had to force their way in, stumbling into a room with a shrieker in one corner that went berserk with a shrill whine. Nezra tried to commune with the shrieker, touching it gently and cooing in fungal tones or something. He picked up that the shrieker was scared but not a lot of complex thoughts coming off of a big mushroom. Miles chopped it down and the party was eager to be away before something nasty showed up. They chose deeper in, where Aelways the Machinist was able to hear some voices behind the next door calling for help.

They entered to find a human male and female both hanging from some weird contraption of chains and spikes. Suspicious immediately, some members opened a dialogue with the man who was pleading to be let down. He told them there were robed, fanged creatures that came from the door to the northwest, but Miles detected these folks as chaotic and let the team know. Once the creatures heard this exchange they dropped from the contraption, apparently not held at all, and started backing away. The party sprung into action to stop them and the fight was on.

Winning initiative helped the adventurers, with the front line charging to engage the creatures before they could escape. As combat was joined, the monsters changed shape from human into smooth-skinned humanoids with bugged out eyes and sharp claws and teeth. They exchanged blows, with Bob the hench getting brutally bitten and killed before the PCs were able to emerge victorious. There was a cultivated pentagram of the bioluminescent fungus off to the side which was promptly destroyed while the contraption was searched over, Aelways again finding a secret compartment that had some gold and other small personal trinkets. The group packed away their bits of loot and returned to Thane’s statue. Some various plans were tossed around about getting him out, but a solid stone dwarf is a hefty endeavor. Ole Bdubs has a house rule about moving petrified people because it happens so often in Dubzaron. With the manpower that they had, the PCs were able to get Thane out of the dungeon. They then lashed the statue to the back of several zombie lizards and slowly made their way back to Azen Radokh, thankfully having no random encounters, but they did bash Thane’s stoney knee against a rock. That’s gonna sting if he ever gets turned back to flesh.

Grades: Brolly: Called the session, tracked at every opportunity, E Aelways: Grade on thief curve, stayed clear of danger, used abilities, E Nezra: Idk, weird ass class. Thief progression with weird necromancer kit. Stayed clear, excited about fungus stuff, used abilities, E Miles: Paladin bold, eager to rescue those in need, smiting of evil when discovered, E Thane: New guy, bold, direct, courageous front liner, E. Session 114
Xp from Kills: 1580
Xp from Loot: 4121
Total XP: 5701
Cuts: 9
PC: 0% 1,267 5% 1,330 10% 1,394 Hench: 0% 633 5% 665 10% 697 No xp for Thane due to petrification, no xp for Bob due to death.

Friday, September 1, 2023

Dubzaron Session 112: Wheelin' and Dealin'

Ahoy hoy! DM Dubs here again with another session report from DM Brigadine. In this session I was not even a pc. But I do know a great deal about the hooks and seeds involved as most of them were created during past sessions and downtime actions of which I did have a say. 

The first is Zed the Radiation Dragon. I created this Lair for Kyle O’Conner when he was searching for monsters on his land and he kept rolling Dragons. So he needed a more unique lair. Because dragons were becoming redundant. Imagine that! So I had a couple thoughts when I made this:

-I wanted a location that armies couldn’t approach and just “lair smash”. This was accomplished with the radiation. 

-PCs would be needed to help. I’m very good, when I Patron play, of creating things my PCs want to get involved in. Kyle, not so much. He often reaches out to me for tips on hooking PCs into his stuff. This is necessary skill for Patron Play. If you’re just running solo stuff then say so. You’re not a patron, you’re playing solitaire. Have fun; but that’s not what we’re doing here. Work on these skills, everyone!

-I wanted some tech stuff in the game. At this point my “High Crusade” Patron was out of the game and I still wanted some tech hooks in the game. 

-the hook itself is a mix of “planet of the apes” and “zardoz” which a mutated Sean Connery of zardoz turning into the titular zed the dragon.

Of course my PCs circumvented all the stuff I put above and simply parleyed with Zed and came out one spaceship richer. 

The other points of interest is the Fairy Wood just outside of one of the Lawful towns that can teleport PCs deep into the massive forest far to the north east of the map. This was generated in solo play with MadEye or Briarwhisper (same player) because fey stuff kept hitting when he was exploring the little local forest. He asked me if it could be a fairy wood and it sounded cool. I can’t find it but this was not the first session some PCs used the fairy wood to teleport. 

Lastly Kyle’s Patron play allowed this all to happen and develop the way it did, especially bringing the PCs to the location and giving them army power to bring to it. 

What this session really shows is the PCs will always do something with the elements of your campaign world something you don’t expect at all. They’ll usually look for the low-risk-high-reward option first. But the dice really needed to come through for them in this session for it to worked out as well as it did. 

Enjoy and happy Labor Day weekend! -DM Dubs 09/01/23



Session 112: Wheelin’ and Dealin’ 5/24/23-6/6/23, rest 6/7, active 6/8 

PCs: Tuck (Barbarian), Gront (Barbarian), Samson (Cleric), Proteus (Mage), Edelweiss (Mage)   

Hench: Jeev, Nonus, Ziggy, Gudvar, Hafgrim, Beavis, Frostweave, Davian, Azalea, Gilford, Lily #ACKS 

Tuck picked up some leads in downtime from Kyle O’Conner (Patron Barbarian) and Vince McMaximus (Patron Human Pugilist) about a crashed spaceship somewhere in Kyle’s domain. This crash site was contaminating the surrounding area with radiation and had mutated the ship’s crew into various deformed monsters, most notably Melman the Fire Giant and Zed the Radiation Dragon. Kyle wanted them off his land so that he could expand and would have blitzed them himself but the radiation made it extremely dangerous for low levels to approach, so sending soldiers in wasn’t gonna cut it. Vince had helped broker a deal of sorts with Melman on Zed’s behalf. If they could bring offworld technology to Zed to prove they actually had access to it, then Zed’s crew would train them on how to use the things they found in exchange for leads on a working ship to get them off of the planet. 

Once the PCs got wind of it, they gathered to see what they could leverage. They had a spaceship from a previous session that they didn’t know how to operate. It was stuck way out in the Istrith Forest and guarded by some bandits loyal to Tuck. And by loyal I mean if Tuck returned by the end of the month then they wouldn’t put the spaceship on blocks and pawn the parts for extra arrows kind of loyal. The party chose to hit up Kyle and Zed first, with the former promising to provide escort and introductions. Apparently there was a system for this, with one of Kyle’s men launching an arrow as far as he could in a specific direction and then waiting. After a while, a few gnolls showed up that were mutated with strange growths and deformities. The weird creatures did not behave as the usual beastmen would, moving with jerky motions and clearly not having violent intent. Kyle had apparently seen this before but Samson wanted to kill them on sight.

The Warchief read the message that they delivered and nodded as though it was expected, then led the party to a neutral ground kind of site where they’d had a parley before. The adventurers waited by a big weird rock with a small tree growing from the top of it and eventually the other side arrived, more deformed gnolls kind of scouting ahead. The party this session was huge with tons of henches, which kind of surprised the gnolls so it took them a few minutes to call up reinforcements that menaced the area from the woods to the north. Finally, Melman entered the clearing once he felt like each side was on an equal footing.

He was a fire giant, which many of the PCs had seen before, but he was also deformed, with arms much too long for his body. This gave him an apelike quality, including a habit of sometimes walking on his knuckles. He greeted Kyle respectfully and then spoke with the party for a bit, fighting through some mental issue by shaking his head or knocking over a nearby tree randomly. It was a little off putting but they powered through. At this point I learned that the party had knowledge of a second ship that had crashed somewhere to the south. Apparently they’d visited “the moon” in a previous session, but it was just a desolate spot of land south of Kyle’s domain. They insisted that there was a crashed battleship there, and ok sure whatever you say gents. These kinds of things happen when swapping around DMs and you’ve got to trust that everyone’s playing it straight or your head will explode. (DubsNote: Your head will still explode!)

The group requested an aside to discuss their options, wherein Edelweiss made it clear that she wanted both ships and didn’t gaf about these guys. Most of the party, however, were on board with a plan to trade the abductor ship guarded by Tuck’s bandits for the knowledge to operate and repair the bigger, badder battleship that they knew about. They felt that this resolution would solve most of their problems by getting Zed out of Kyle’s hair, gaining knowledge to operate this future tech, and oh yeah taking the treasure left behind by the dragon and fire giant who made it abundantly clear that they didn’t care about the primitive trinkets of this world. Back with Melman, they asked for the knowledge to fly the ship so that they could retrieve it. Unfortunately, their smooth, monkey brains could not understand the knowledge without the machine itself as a learning tool. What Melman could offer, however, was one of his crew to travel with them. He left and returned with a basilisk with a blindfold on named Orville, much to the consternation of the party who have serious flesh to stone PTSD. Proteus the mage was big into transmogrification magic and spent some time asking questions about Zed’s crew’s afflictions. He even convinced Edelweiss to cast Dispel Magic on them to try to break the spell. Unfortunately it didn’t work out, but he wasn’t done yet. He offered to Polymorph Orville into a human and started to prepare the spell, but Orville panicked and insisted that Melman draw a picture of their race’s original form. “Don’t let them turn me into a monkey!”

With a reasonable idea of what they were supposed to look like, Proteus advised Orville to picture his true form to help. Idk if this was bullshit or not but it sounded good so Orville the basilisk tried to relax and picture his actual self. The spell fired off and there stood a little gray man, big bulbous head and big eyes and all. The barbarians in the group snickered at his tiny alien junk and no one offered him any clothes. They did show him how to mount a horse though so they weren’t complete animals I guess. They left Melman and hustled back to Kyle’s capital city of Claymore Crossing, which for some reason I kept calling Cavalier Crossing and I still don’t know why that stuck in my mind all night. Edelweiss stayed in CC with her mercs that needed rest, apparently too good to run errands with the rest of the party. The plan was to head towards a portal that they had a vague idea of somewhere northeast of Siadanos that was under the supervision of the elves of the Istrith. This fairy portal is what brought Tuck and Samson, among others, home from the Istrith the first time. They knew it worked, they just didn’t know where it was exactly.

Proteus hired a scout to help them find the portal and they got to searching. They were on a real tight deadline to get back with the bandits. They did not want their spaceship to get chopped up into spare parts. It didn’t take them long to find the portal spot, where they were stopped by two elves who demanded to know why they were there. After a short conversation, they convinced the elves to let them through in order to get rid of the bandit problem. One of the elves took a dance around the fairy ring to engage it and they sent the party through. I may have used the phrase, “The portal will take you where you deserve to be.” Maybe the elves were fucking with them. Maybe it was lost in translation. But it made me laugh and the group a little nervous, enough that Samson cast Augury with a blinding flash of Ammonar’s holy light and a giant thumbs up emoji setting them at ease. I think Proteus’s player commented “Man the Empyrean in Dubzaron are way more laid back than those Olympians.” Fortunately the portal let out into a forested glen that was guarded by many more elves, all of whom were a little sour at the intrusion. One of them recognized Tuck and Samson from their previous trip and called off the goons. The elves insisted on blindfolding the party before leading them away from the area, releasing them and indicating that their bandit camp was a ways to the southeast. The group found it easily enough and got to work. Queue training montage.

Tuck convinced the bandits to help dig the ship out of the mud while the crew was taking tutoring from Orville. I forgot to roll the days it was supposed to take for this training, but the bandits were gonna take a few days to dig the ship out so we’ll pretend I did it right. Shh, don’t tell anyone. They learned that Proteus could pilot the ship, Gront could act as gunner, and Tuck or Samson could act as engineer. What they didn’t have was anyone that could be a navigator because it required the Navigation proficiency. Orville filled in for that role and they were in business. Now to get the bandits out. Their camp was deeeep in the Istrith. The shortest distance to freedom was towards Turos Veren to the northwest, so the ship took off with Tuck leading the bandits out. It took a little while but fortunately there were no crazy encounters and they were able to land back in human civilization. It had been a minute for the bandits, but the merry men were game for whatever Tuck had planned due to a massive loyalty roll. Turns out Tuck chartered them as a mercenary company and promptly hired them out to Turos Veren’s captain of the guard due to some recent trouble out of the forest north of the fort. That’ll serve to keep them busy and cushion some of the cost while the boss deals with adventurer stuff.

The group flew the spaceship back towards Kyle’s domain with some pretty tame random encounters. This was one of those nights where nothing much of significance was hitting in that regard, but that’s ok. We’ve seen the alternative a few times. They arrived and parked outside of CC, where Kyle looked askance at the ship’s goofy bright green paint job that the bandits had applied. Kyle had been on this ship before for Operation Musclethunder and was not impressed with the new appearance. They also picked up the well-rested Edelweiss.
The Warchief agreed to escort them back to Melman, where they met again and concluded their business. True to their agreement, Melman, Orville, and their crew taught the boys the basics of alien technology. As they taught, more and more of them showed up, deformed creatures straight out of the random encounter tables, all able to talk and all carrying portions of the treasure which they called “useless monkey trinkets”. By the time Future Talk with Melman was concluded, all the treasure had been delivered. The monsters started piling on the craft, apparently unconcerned with their deformities, until they realized that Zed, the huge brownish dragon, couldn’t fit on the ship. Never fear, Proteus the Transmogrificationer was on the scene. He offered to ensorcel Zed the same that he did for Orville, which the offworlders agreed to. Zed landed a ways off so as not to kill everyone with radiation aura and Proteus poofed him into a little gray dude. He thanked them in Sean Connery’s voice that I simply cannot do an impression of so I was blessedly saved from that indignity. “Your asshishtance was invaluable, monkeysh. Well done, and please take this garbage, I mean these valuablesh as reward.” The offworlders boarded the ship and took off, their mutated gnoll thralls just kind of standing around and watching them go. It was at this point that the party realized this could be a problem. They furtively discussed some options while Samson sharpened his blade and muttered, “Kill them all.” There were over a hundred of them and they looked a bit tougher than normal gnolls. As they started to regain control of their minds, Kyle’s cavalry charged and rode them down, suffering some losses but not nearly as many had they waited. Wiping green mutant blood from his greatsword, Kyle asked them, “20% seems fair, doesn’t it?” The group agreed. The weird green glowing core piece was left behind, but the PCs asked Kyle to pull some mules in to help them dump it into the dungeon entrance that was gaping open from the abandoned dragon’s fort and then pull down the entrance and cave it in. They had some environmental suits and power armor that they used to protect themselves, but unfortunately they had to put down the sick mules. Some kind member of the party fed them apples and things before doing the deed. Ole Yeller vibes. They packed up and bounced, returning to rest and figure out loot splits with Kyle.

5/24/23-6/6/23, rest 6/7, active 6/8 PCs: Tuck (Barbarian), Gront (Barbarian), Samson (Cleric), Proteus (Mage), Edelweiss (Mage) Henches: Jeev, Nonus, Ziggy, Gudvar, Hafgrim, Beavis, Frostweave, Davian, Azalea, Gilford, Lily Session 112
Xp from Kills: 0
Xp from Loot: 99375
Total XP: 99375
Cuts: 21
PC: 0% 9,464 5% 9,938 10% 10,411 Hench: 0% 4,732 5% 4,969 10% 5,205




Monday, August 28, 2023

Session 111: Damsels in Absentia


Once again DM Brig steps up while yours truly, Best Friend Dubs at tw11ter dot com, was away doing very important things. I love the session reports in this dwarf vault dungeon because it shows an experienced DM (and his PCs)giving a dungeon life with the most basic of ingredients. It’s just ogres and centipedes and harlots. The most basic of all enemies in the random encounter charts. You will find that after you’ve DMed dozens of low prep sessions in the brosr style you can do this too. 
Myself and Brig recently offered to give you lessons in becoming Elite tier DMs so hit us up on the social medias I’d you would like to take us up on that. Don’t reach out to Jeffro he’ll just call you a gross nerd and then go off about 1:1 time and mass combat or swing dancing or something. I am advise avoid! 
But a brosr session report of ACKS? I am advise read! -DMDubs 08/28/23
 
5/17/23-5/18/23, rest 5/19, active 5/20

PCs: Brolly (Explorer), Miles (Paladin), Aelways (Machinist), Nezra (Sporecaster) 

Henches: Bob #ACKS 

After last week’s delve, the party rescued a handful of fair maidens of varying racial stock and snuck them into Azen Radokh while still chained together. The gate guards were confused and a little concerned but the group was able to convince them to look the other way.

When the group woke up, the damsels were gone! Brolly tracked around and found the chains and manacles lying seemingly untampered with. They asked some questions and the house frau of the inn that they were staying in mentioned a group of drunks stumbling out in the wee hours that none of the staff could remember serving. They left peacefully enough so no one thought anything of it. Confused and a little concerned since the ‘girls’ detected as chaotic, (DubsNote: Which broads don’t detect as chaotic?) the crew spent a little time asking around town, rumormongering, etc. They got no real hits though and decided that this wasn’t what they wanted to do for the session so they bounced, heading back to the dungeon, a cursed dwarven vault that had been abandoned some time ago. They ran across an ominous lair on a shelf above their heads during their travel, but they sneaked by and arrived with no further issue.

They made entry much like before, with the beef up front, and descended the wide stairway into the dungeon. The first room still had the giant monitor lizards coiled together in the center and the party was happy to hear that the lizards still weren’t particularly concerned by them. Once they skirted that room, they proceeded through the dungeon back to the place where they rescued the damsels. It was a very large chamber with poor quality rugs, cushions, and couches haphazardly occupying the space. They went south through a previously unexplored door and discovered another entry into the space where they fought and killed a gray worm the previous session. It was all laid out and decomposing, smelling up the joint.

They had Aelways checking their doors as they proceeded and this time he heard the kind of wretched sobbing that only comes from countless hours of despair through the next one. They debated what to do about it but ultimately decided to confront it in case it was another damsel in distress. This door opened into a long dining hall with a massive stone table dominating the center of the room. Whatever seating had been there before was smashed to bits and strewn all over. There was a giant fireplace in the center of the western wall that was lit and burning brightly. Above the mantle was a strange abstract painting of a roughly humanoid shape that emitted the weeping sounds.

The party looked around while Miles detected evil. They discovered the fireplace logs did not pop or crack like wood and were not being consumed. They also discovered other doors leading into the room further down the hall. Miles did not detect any chaotic energy or harmful intent from the area around the portrait.

Nezra stepped up to the plate like Kramer taking notes from Newman about talking to the ladies, Aelways making dumb suggestions and having them repeated to much laughter. Once we settled down, they got some info out of the portrait lady. They were supposed to have had a new clan here, a safe and happy place to live, but they released something from below. Oh the horror, oh the madness, oh the vague tales of terror. Her senses were compromised and dulled, she wasn’t quite sure how long she’d been there, etc. As this discussion went on, some sounds of entry alerted the players to visitors in the southern portion of the room, where an ogre and his buddies were bumbling through one of the doors and chit chatting among themselves. Ogres ain’t particularly worried about alarming anything ahead of them, particularly when there are seven of them.

Discord was all aflutter with RUN and RUN? And RUN!, but the party pushed someone out front, I think Nezra again with the charisma, to make nice with the meat pulverizers. Marvel of marvels, the big dudes weren’t hostile at all, more shocked to see the group than anything else. They chit chatted for a bit where the party tried to learn about the dungeon. Og the ogre put his hand out in expectation of a bribe of some kind, which they joked about throwing a copper piece at and running but Brolly ponied up 100gp which did the trick. Og put it into the douchy shoulder-slung fanny pack that the ogres were all wearing. (DubsNote: LOL.)

The ogres knew about the ‘damsels’ which they apparently had been visiting on the regular, (DubsNote: Gross.) but they said they were mean and showed scratches and claw marks on their arms and legs from previous interactions. They were in fact heading there now and were disappointed to learn of the escape. The ogres didn’t know anything about any scrolls unsurprisingly, but said deeper in there was nerd stuff like that. They didn’t go that way much, with the ladies being present on this level. Of key significance, they told the group they were going the wrong way if they wanted to go deeper. The stairs were the other way. This is when Brolly offered to hire them and for 400gp they did so, with Og agreeing to escort them to the stairway down and guard that room “for a while”.

So off they went, with the ogres insisting the party lead the way. When they got to the gray worm corpse the ogres stopped to poke around, obviously looking for the treasure known to be within the creatures. They got in a fist fight when there was none and made quite the ruckus and wasted some time while the party looked on uncomfortably. (DubsNote: This is masterful DMing making the PCs pay a time and random encounter roll chance for teaming up with stupid ogres.) 

Eventually they settled and moved on to a room with a portcullis and the picked over remains of humanoids. The party recognized this room as having giant centipedes in it on their first trip and were glad the creatures were gone. Brolly stepped up to the portcullis to show the ogres how strong he was and failed to lift it, which they all chuckled at. Og lifted it for them and held it in place while they staked it open, then sat back with his boys to wait for the party’s return. The crew descended the stairs just beyond the portcullis onto a landing carved with a maddening labyrinth along the floor, walls, and ceiling. Miles detected for evil and found none, but his training and experience told him this carving was the antithesis of Law and Order. The longer he looked at it the more offensive it became, but the group didn’t want to spend the time to deface it now, claiming that they would do so on the way out.

They carefully crossed the pattern and didn’t burst into flames, coming to an archway. This one was still masterfully worked, but carved in a much more severe fashion than those on the level above, with sharper angles and fiercer strokes of chisel. It opened into an empty room that had a couple of doors, one west and one north. They picked the northern one and after a while Aelways was able to pick the lock, opening into a larger chamber with curtains hung horizontally along the ceiling and billowing with the new activity. Tracking revealed to Brolly that there was quite a bit of traffic here, specifically some large slithering trail leading towards one door. They didn’t like the smell of slithering things so they went another way, through an archway carved with various laughing faces and into an empty room with another couple of exits. Mental fatigue was wearing on the theater of the mind session with the many options being available in each room causing a bit of headache for the caller. (DubsNote: PWNED.)

In this room they could hear a faint knocking against the southern wall with no discernible pattern to it. They listened for a bit then moved on, into another large room, this one strewn with much debris in the corners. Brolly tracked again, picking up more slithering trails leading to an archway to the southeast and also hearing the knocking sound. The party wanted no part of it so they went west, pulling open a stuck door to reveal two fierce chickens with lizard tails that were not happy to see them. The experienced players groaned and hollered to close the door, but the group had to win initiative to do so. Fortunately the front liners won, Brolly able to slam the door shut just as the cockatrice barreled towards him and slammed its beak into the door. They even staked that door shut for good measure.

It was getting late and they hadn’t found a lick of loot so I think their next decision was “f*ck it, let’s go look at the noise where the slithering trails are that we’ve been avoiding all night.” That might be paraphrasing. Looking into that room, they discovered two hideous giant grub creatures with wildly flailing feelers coming from their heads. One was pointed in their direction, drawn by their activity, the other was banging the armored corpse of a dwarf against the northern wall in that same chaotic cadence. It apparently was getting some catharsis from the dwarf’s helmet ringing from the stones.

The fight was on and Miles the Paladin stood tall in the doorway with the rest of the party intending to shoot or fight from over his shoulder with spears. The first one rushed him and flailed at him with his feelers, missing all eight of its attacks. The party responded by stabbing it and shooting around it towards the one in the back. When shot with an arrow, the wounded creature started banging the dwarf’s head against the wall more rapidly as if saying, “ow ow ow!”

Miles was eventually paralyzed by the creature’s feelers, but the party was able to stab it to death before it bit his head off. They defeated the other one after it threw the dwarf corpse at them and closed. They used their healing potion to restore Miles to action and searched the room over, finding a very fine dwarven foreman’s chain in a pile of disgusting remains. It was getting late so they backed out, heading up to the first level and the waiting Og. The ogres were sitting around playing slap-fight championship. Coming as no surprise to really anyone, Og demanded another payment to let them leave which Brolly balked at. Reaction checks went the PCs way so Og said, “If you big bad, you slap. If you survive you can leave.” Brolly, not being a little b*tch, stepped up and took the first slap which Og grinned at. Og reared back and decked the much smaller Explorer, but Brolly was not in fact killed so the ogres cheered and congratulated the adventurers for not being punks.

The party was able to return to Azen Radokh with no further encounters and plan for their next delve with quite a bit of downtime as far as these things go.


Xp from Kills: 270
Xp from Loot: 900
Total XP: 1170
Cuts: 9
PC: 0% 260 5% 273 10% 286 Hench: 0% 130 5% 137 10% 143

Friday, August 25, 2023

Dubzaron Session 110: Damsels in Distress

This session was ran by DM Brigadine and I was not present. The dungeon had a lot of flavor and it’s my understanding Brig created it with a random only roller a couple hours prior. The party kept delving the place in subsequent weeks to get the big magic item prize but I believe they also enjoyed the vibe of a lost dwarven vault. While reading the session report you can feel the creepiness of the place. 

It was an interesting session wherein the party were able to secure the bag (loot) which was actually a chain gang of tr0llops. This is very un-pc and problematic and probably a thought crime and I’m sorry to the players who were uncomfortable and that DM Brig, shamefully, did not have an X card available for those who may have been triggered. Just kidding idgaf. -DM Dubs 08/25/23

5/10/23-5/13/23, rest 5/14, active 5/15PCs: Brolly (Explorer), Miles (Paladin), Aelways (Machinist), Nezra (Sporecaster) Henches: Alejandro, Bob #ACKS

Edelweiss the Mage (PC) spends a lot of downtime playing solitaire. With the always on nature of the campaign, that player has gathered enough resources to recruit some mercs and venturers and such and has a network across several markets. In Azen Radokh, primary home of the dwarves in Dubzaron, she tripped over a rumor during one of her passes through town.


Davian, her hench Machinist, won an arm wrestling match against a drunken Delver who couldn’t really pay up in coin but offered the location of a cursed dwarven vault that he scribbled on the back of a napkin. It was said that the dwarves who were building it out ran across some other construction that might have held a library or something. They continued their original plans for their vault with the intent to explore the discovered area later but were stricken with misfortune, death, and even inefficiency, the cruelest calamity to a dwarven endeavor. This location was tied to another rumor that Edelweiss had of a scroll with ever-changing script. This was enough for the curious mage and while in Dubzaron training for her next level, she put out the call to adventurers to investigate for her and the other players answered. For gold, of course, this ain’t no charity.

Some of the boys from the Fishton and Guido sessions were out of training, new and improved and big swole, so they signed on. Add in a 1st level and a few henches and you’ve got a party. They touched base with the Delver in Azen Radokh, felt alright about the info that they gathered, and off they went.

The entrance to the vault was dwarven construction with warding runes of protection around the edges, relatively new in dwarf terms but they might have realized this had been around longer than it seemed. Dwarves ain’t on a normal timeline. There was some talk about making the 0 level henchmen open all the doors in the dungeon but they realized that wasn’t really gonna work out loyalty wise, so one of the dwarves pushed it open, revealing a wide entry chamber and a stairway leading down.

The first door told them a little about the place, a finely crafted archway that some stoneworker took great pride in. The door itself was plain stone that opened away from them into a room with three giant monitor lizards vibing in a pile in the center. The lizards looked at them and squinted a little in their light, but otherwise were not aggressive or overly concerned about the group. Brolly, tonight’s caller, decided to try to hug the wall and avoid a confrontation. The dice cooperated and they exited through a doorless, finely crafted archway to the south into a T intersection.

West led to another door which they fiddled with and established an SOP for tackling, with the machinist investigating for traps and such. Brolly slid this door open once it was cleared and narrowly dodged a poison dart trap that bounced harmlessly off of Miles’ shield, who blinked once and chuckled. Brolly would not open another door the rest of the evening without some contrivance to avoid poison darts. This was a large chamber that had several giant centipedes nomming on the corpses of humanoids. They barely seemed to notice the party who carefully closed the door and backed away. East turned south and the party spotted several humanoid shapes laid flat against the corridor walls in front of them as though hiding from the light.

They watched a minute with no change to the situation while Miles detected evil because Paladin. Nothing registered so they approached cautiously, realizing that these were the withered bodies of various humanoids staked to the wall by an unnecessary number of iron spikes. Dark pools underneath showed where the captives had bled and drained away over time. Gross. The crew kept on, turning back west and arriving at a locked door. It took a while but John Aelways was able to pick the lock eventually, revealing a massive chamber that had to be some kind of great hall or something. It was cluttered with rugs, carpets, pillows, couches, all of poor quality, and lit by hooded lanterns with red cloths thrown over them giving the place a very red light district vibe.

It became immediately apparent that there were people here, chained to the floor and distraught. Once it was clear that the party were not monsters, they started pleading for freedom. There were five females, one human, two elves, and two dwarves, scantily clad and looking quite the worse for wear. Miles the Paladin detected evil again and all five of these captives radiated with Chaotic energy. After some discussion, the party determined that these ladies were probably cursed or something. They were going to free them but didn’t really trust them either. Brolly of the Big Strength flexed a little and stepped up to pull their chains loose from the ground, but groan and pull and yank as he might he couldn’t make headway. Aelways, on the other hand, quickly freed the bolted chains with some nearly magical application of tools and dwarven bullshittery, quickly becoming the hero to the ladies despite his low charisma. The group made sure the manacles stayed on, leaving the girls like a weird chain gang following the party. (DubsNote: When did this become Trollopulous?)

The girls told them about some loot that “wolf men” came and stowed away in the room but the party didn’t seem to care much. They also told them about a secret entrance that their captors used, which the dwarves and Brolly found pretty quickly. They opened the secret door which swiveled from the middle, making a little awkward doorway on either side to fit through. The chain gang was apparently Miles’ responsibility so he led them carefully into the next room which was pretty large and floored in finely crafted hexagonal tiles that the Machinist appreciated professionally. 

On the eastern wall were more humanoid corpses staked to the wall, three on either side of another arched doorway. Brolly rigged a rope to the pull ring so that he could open it from a distance and this time his big strength mattered, having to tug the stuck door open. It revealed another room nearly identical to this one, except the tiled floor had been smashed and churned to rubble in a big circle. As they proceeded through the doorway, BAM surprise attack!

So they failed to check these corpses on the wall at all which would have revealed them as zombies. They were going to trigger like a trap and happened to trigger while the chain gang was being led through the door. Meanwhile, in the next room, the rubble began to rumble and out popped a Caecilian. Now, I’m an uncultured swine who does good to talk like real people, so pronouncing that during session play ain’t happenin’. That there’s a Gray Worm. Party is now split with Brolly, Miles, and the gals in the room with the gray worm and the rest blocked off by zombies. Miles protects the ladies while Brolly stabs the worm. The henchmen and dwarves in the back engage the zombies and it’s a real fight. Miles joins in once the ladies are tucked in a corner, the worm beats on Brolly until he backs out to play with zombies instead, and then Miles gets swallowed whole!

Meanwhile, the henchmen are hangin’ in there with the zombies, the dwarves getting in some shots here and there. Alejandro goes down, but Bob weathers the storm while Brolly starts killing them from behind. Eventually the zombies are dead, but the worm attacks the girls in the corner! Now, Brolly doesn’t really care about the girls but he wants to save his homie that got nommed, so he charges back in. Nezra the Sporecaster animates some of the defeated zombies and sends them in and the party is able to beat the worm down and extract Miles, who had succumbed to the digestive juices of the creature. With some solid mortal wounds rolls, the fallen paladin and henchman are able to get to walking wounded status. None of the girls were eaten thankfully, and the human girl even had worm goo under her fingernails like she fought back. Fierce. The group knows they’re out of steam so they cut open the worm and pull out some loot, scoop up the loot the girls told them about in a hidden compartment in the red room, and are able to escape with no further complications.

They limp into Azen Radokh with a string of chained women
and talk their way past the guards, crashing with exhaustion for the night. They got decent loot and saved some damsels in distress, so I’d call that a win if I was them, but they did not find the target of the search, the mysterious scroll.


Thursday, August 24, 2023

Dubzaron Session 107: Played 19 April '23

DM Dubs here again. Reporting to you from the internet with a new session report from Dubzaron. I was not present for this session so I am reading it same as you; lost! 

What I can tell you is DM Vince McMaximus DMed this wild sounding session. It’s funny that DM VM, despite being the most moral guy among the regular players/patrons of Dubzaron, has been tasked with being the co-dm in charge of adjudicatingcrime based downtime stuff (thieves guild things) and was tasked with DMing the evil party. 

You’ll notice there are quite a few session report numbers missing from the last report. Those DMs didn’t write good reports. Shame! And you’ll notice some of these evil PCs were running with my elven enchanter doing the Guido’s Fort stuff. Well DM JD was taking a break so Guido’s Fort was abandoned as an adventuring locale (for now) and these evil bastards went out to find a Bugbear Camp to make their safe parking place between adventures. This camp is near and dear to DM VM’s heart since it is tied in with the story of his favorite henchman Smokey the Bugbear. 

Smokey has had many adventures including going to BROVenloft with Vince and losing his gf (what a shame). In so doing Vince replaced my own DM Dubs concept of bugbears being the South Park inspired “manbearpig” and players instead embraced the Smokey version of bugbears. Lovable but dangerous and very angry if you don’t put out your campfire! That’s how the cream rises to the top in a BROSR campaign (and multiverse!) Learn more about Smokey here

As far as game theory goes I will point out that the DM loved running a zero prep session and leaning on reaction checks and random encounters. This really is the way to make a world come alive and work with the players to allow real player autonomy in your d&d campaign. Try it right aaay if you haven’t! -DMDubs 08/24/23

In game dates covered: 4/12 - 4/22: Characters available for downtime action on 4/23 

PCs Present: 
-Sage Possumhaw L2 Halfling Burglar 
-Altair L1 Nosferatu 
-Hunter L1 Barbarian 
-Jefe L1 Elven Nightblade


the crew, which had previously been hanging out with a group of goblins at a place called “Guido’s Fort” somewhere along the Blood River, at the frontier of the Borderlands, caught a rumor from the goblins of mysterious happenings in the west. Because beastmen are chaotic, they’re notorious gossips - a particularly nasty trait - and so the rumor traveled among the gossip networks and bing bam boom, our group of creepy ne'er do wells had a quest. The rumor was that a group of beastmen, hiding somewhere in the Miniri Mountains, was looking for an artifact connected to a mysterious prophecy. Unsure of much more than that, the creeps listed above said, “Let’s do it!” They traveled across the map, using the beautiful Auran roads they despise so much, avoiding many encounters, and eventually arrive at Turos Telle, glittering in its rather recently wished back into existence by the Prefect Drakon who seems to have a solution for everything. All they knew was to head upriver - which is south - with the hopes of finding signs of bugbears. Like scat or something? Hard to say. The rocky hills offered few places for cover in the shadow of the Miniri Mountains, save for the occasional grove of large cedar trees. They got VERY lucky and avoided a few encounters that surely woulda killed them. First the purple worms that were resting, coiled around a small ruin, and then there were centaurs they surprised while they were grazing among the hills.


After a hard day’s travel their sleep was interrupted by some clumsy kobolds. Someone speaks kobold so they parlayed. Immediately these kobolds thought the PCs to be cool dudes so they shared some bug cakes and it turns out, these kobolds work for the guys who work for the guys looking for the artifact. So off they went. The PCs entered the village and bribed their way to the tent of Chief Durr of the Bugbears. Someone made a friendship bracelet for chief Durr but one of the bugbear guards tried to steal it. Hunter wants to fight that bugbear for the friendship bracelet…yet to be determined how that plays out.


Durr tells the crew how to find the artifact - he thinks - but also gives the PCs the chance to go on a vision quest! What does this entail? We’ll have to find out! Durr’s kobold slaves escort the PCs to where they think the cave holding the artifact is. On the way the meet a lone figure at a campfire and plot to kill him. Just before they attack, the mysterious figure turns into a red dragon somehow! The dragon charges and by stroke of luck Jefe hits it with his first bow shot. The dragon disappears. Hunter, being impetuous, charged at the last location of the man who turned into a dragon. Somehow he landed a strike and killed the man in one blow. That was a weird encounter. He had a ring and a funky medallion that Hunter put on and started hearing voices so he took it off. There was also a blank parchment. Well that was that and they kept moving.


In a valley, in the shadow of the mountains, they next met a troop of about 45 goblins on the march. The PCs attempted parlay. Successful! The leader and 2 body guards came out to parlay. Conversations were actually going well until someone - Sage the halfling I think - whispered to Hunter “Kill this fool” or something. Hunter, being impetuous and easily manipulated by peer pressure, cut the goblin chief’s head off in one stroke. I ruled he had surprise cuz even I, your handsome DM, was surprised. Hunter cleaved the bodyguard and nearly got the 2nd bodyguard as well. During the round the goblin was easily dispatched. Despite outnumbering the PCs and kobolds 2:1, the goblins failed their morale check miserably and withdrew from the field. Sheesh.


Eventually the party found a cave entrance on the side of a mountain. At this point it was basically pretty late and really the best thing to do, after ascertaining that this cave was probably the right one, the PCs went back to the village to prep for a future cave delve where they hope to recover the artifact and see how it helps the Bugbears find their missing prophet.


Grades: Everyone gets an E cuz no one acted out of character really. The closest to getting docked would have been the Nosferatu, Altair, because he drank the dead guy’s blood and that seems un-vampire-like and more like some gross bird or something. But the idea of this dude being extra skeezy is funny to me, so I wouldn’t want to discourage that. We are amused.


DM Grade: I dunno, C I guess. We didn’t know who was DM’ing until we got on the mic’s so I had nothing prepped except that there was an artifact. I ran everything off the dice and basically made only 1, maybe 2, decisions myself the whole night and this was relating to things that just kinda had to be done related to the hooks. LOTS of reaction rolls, lots of encounter charts…it was GREAT. As a DM I had a ton of fun just making up stuff that the dice and tables were giving me. I hope the players had as much fun. I did do some stupid things like blurt out the names of some monsters encountered instead of describing them. Once a creature type is established this doesn’t matter but I like how it keeps people in game if you say, “there’s a dozen half man, half horse things in the ravine” as opposed to “you see 12 centaurs, what do?” So I woulda given myself an F for minor errors but I’m very handsome so that A averages the F out to a C.


P: Xp from Kills: 75 Xp from Loot: 21875 Total XP: 21950 Cuts: 4 PC: 0% 5469 5% 5742 10% 6016

Wednesday, August 23, 2023

Dubzaron Session 103: What is Love?

Happy Wednesday dear readers, it is I BDubs1776 yet again. I'm still trying to catch up with Session Reports done since last spring when I had to take a break from DMing Dubzaron. You may notice that some session numbers are being skipped. This is because some of the co-DMs were lax in doing session breakdowns; either not doing them at all or just dropping a quick paragraph about the general nature of the session. Neither is useful for putting up session reports like this on a blog. So I didn't and won't.

I think you can still follow the blog and get the general thrust of the campaign evolution and feel during this time frame. 

Below you will find DM Brigadine of Brigadungeon fame back in the DMing chair. And you'll find your favorite BROSR DM and social media gadfly (me) as a PC Thief known as Scamicus the Trustworthy.
For fun I'm going to not put a great deal of thoughts in this intro but instead jump into Brig's useful reporting with my stupid and irreverent thoughts from the PC perspective. Enjoy! -DM Dubs 08/23/23


Time: 3/22/23-3/23/23, rest 3/24/23, active 3/25/23Pcs: Samson, Tuck, GC, Guvnor, Scamicus, George, Lyros Henches: Scamora, Scaman 

Downtime talk was about hitting Muppetlantis with Scamicus the Thief interested in trying to find a big score. Cue the session and we’re covered up with PCs and everyone seems to be in agreement that Muppetlantis, the acid trip induced combination of Muppet Treasure Island, Atlantis, Barbarians of Kanahu, and other things I can’t recall, is the target of interest. The PCs had moved themselves in downtime to the closest civilized location to launch from and were ready to go pretty quickly. Muppetlantis is designed to be a randomly generated dungeon using AD&D’s Appendix A. This is advantageous for a few reasons. First, it is truly random. Second, it helps test a theory that Bdubs has about passing a single dungeon off to multiple DMs. If the next DM picks up where the first left off, generating everything randomly, then it’s a fresh run for everyone involved. If you’re looking for bespoke plot devices or contrived hooks and such, this ain’t that.
(DubsNote: We have found that Muppetlantis is a useful dungeon for allowing multiple DMs a place to take turns delving. You can’t know what’s there, even as a dm, if it’s randomly generated. However as you’ll see below the scores are kind of meh and have led to the place not really grabbing the zeitgeist of the campaign or the interest of most PCs.)


The party checked out of Turos Tem and headed along the road that had been established towards Krak de Chevalier, formally Fort Apache, by Madeye and Gaius during the development of Tem and the New Badlands. They ran across a handful of mules that through some coaxing George was able to bring on board. “Every party needs mules for all the loot we’re going to get!” No one ever got saddlebags or packs for the mules and I was eager to spring that on them if it came up. Next they found an icy patch on the road and in the badlands/muddy area. Now, it’s not summer or anything but there’s no way it should be frosty so they knew something was amiss. After some consideration they opted to skirt the area which was wise, as three frost salamanders burst from the mud and attempted to ambush where the party should have been. Because the big lizards were surprised, they didn’t catch on that the party had skirted them and were easily evaded. Our stout adventurers continued on, next dodging a pair of Manticores that were engaged in some kind of play or mating ritual in the air. Again the enemy was surprised so the party was able to skeedaddle. They made it safely to Krak de Chevalier and introduced themselves to the corporal on duty. Some of the party had been through before and Scamicus greased the skids with a bit of Dilbert’s whiskey and soon enough they were cozied up for the night. They convinced the guards to let them leave their livestock at the fort and determined to go on foot to the dungeon.


The next day they set out early for Muppetlantis and hit the search rolls right off the rip. Basically walked right to the place like they never left. A big 20’ wide 30’ tall cavern mouth descended into the ground, flanked by worn columns of indeterminate architectural origin. They set up marching order and light and whatnot and in they went. They followed a 20’ wide hallway covered in algae and slime from being in a swamp for ages to a T intersection where they discussed where they thought maybe they had killed some kobolds. They knew that some kobolds escaped with loot previously and endeavored to try to follow them. They found a big room filled with rats eating kobold corpses, but George of the Jungle was able to navigate the party through the delicate social situation to the door in the back where they knew kobolds had fled to. They searched the end of a dead end hallway until accidentally triggering a trapdoor that dumped them on a ramp and into the room below. (DubsNote: totally on purpose.) 

This is where new generation of the dungeon started, giving the party a few exits in the form of doors and a hallway. Scamicus stopped to listen and rolled very well, hearing no bad guys but a high frequency piercing kind of noise just at the edge of human perception that set his teeth on edge. Direction wasn’t clear so they picked the hallway and off they went.

And went. And went. Turn, hallway, intersection, more hallway. Rest. No random encounters. Repeat. As they traveled, they realized the hallways were lined with columns that popped and sparked randomly but otherwise were not seeing anything threatening or more importantly valuable.
They came to a stream crossing one hallway with a rope set to swing across so George, you know, of the Jungle, swung across. It was exhilarating. But the party decided to take a door on their side of the drink, so he had to swing back. (DubsNote: Scamicus enjoyed giving George a nice gold clap then saying “yeah so come back to us, dummy”.)

Dissatisfied with the door leading to yet another long hallway, they back-tracked and eventually found an unusual door, solid metal that dropped from the ceiling as though used in defense. Samson on the first rank easily raised the door high overhead where it clicked into the ceiling, revealing a cavernous room that seemed to eat their light, reducing it to only its brightest radius. The dim light they’d normally get was gone. A squeaky, pubescent voice addressed them from the shadows demanding to know why they were here. Like adventurers do, they lied. Oh we’re just passing through, got turned around, no big deal. Squeakers told them to leave a bag of gold on their way out, or else. This was accompanied by a gaggle of laughing voices from the darkness. Scamicus threw a torch at them and it was on. 

Now, humanoids in Muppetlantis are muppets. Yep, those ones. Felt puppets. So the party got into a deadly serious fight with 5 felt puppets that looked like Rizzo and the boys. Blows were exchanged, fire was hurled, Lyros was bitten, and ultimately the party prevailed, tackling one of them after convincing him to surrender. While they interrogated him, they realized that the “slain” muppets were gone. Eh? Whatever, there’s no gold in that. Squeakers had a coin in his uh, cavity, that Scamicus eagerly went elbow deep in to search for. It was a Kennedy half dollar, each side showing heads but one scratched up. He bit the coin because that’s what you do. Squeakers told them that if they flipped the coin dramatically in the air they could cast Darkness once per day. (DubsNote: this is a great magic item which Scamicus still has and is enjoying the use of. Thanks party for not demanding I give it to the group fund. Playing a thief is the best!)

Not satisfied, the party tied him up and forced him to show them to treasure which he had no idea about. They then asked about the weird noise when they realized that he was subtly bobbing his head to some unheard beat.


The captive ratmuppet led them to a sekrit door and back through some hallways towards the noise that only he could truly hear, all the while bobbing his head. At one door, the party listened and heard more rats like the ones above. 

Desperate for some kind of treasure (DubsNote: we were in fact getting desperate for a score here. As the caller I felt like I was letting the party down.) they opened the door to dozens of giant rats in and around rats nests who weren’t particularly put off by the party. They simply looked at them, every single rat bobbing its head in time to the mystery beat. George the Beastmaster was up again, dancing his way through the room bobbing his head like Chris Kattan in search of valuables, coming back with a handful of silver and certain that there was quite a bit more. (DubsNote: Obviously the music playing was “What is Love” of “Night at the Roxbury” fame. Deadly serious session and stakes with the stupidest themes possible!)

They discussed a minute then George used his beastial cry whereby all the already friendly rats gathered in a group around him, staring eagerly at him and ready to help. He led them out of the room while the thieves ransacked the place, coming out with piles of silver coins and other odd silver bits. I ruled that as long as George matched time with the rats, then he would be able to keep their attention and pied piper them around, sacrificing his first round of combat to do so. They carried on, reaching a location that they had been to previously. They checked a big room to the north and found many coffins that had been broken out from the inside, but no valuables or undead to slay. Searching the coffins revealed a handful of spent power crystals, but none that were active. They took some anyway. (DubsNote: We should have taken more. I hadn’t done the research yet but these sci-fi style power crystals are pretty valuable. I was somewhat RPing that my thief didn’t care. Sadly we didn’t have any PCs on hand that cared about arcana or tech stuff so they didn’t slow my Calling down to make sure we investigated the crystals more closely.)

Squeakers led them back the way they had come, eventually, once very near the trapdoor that they entered from, wincing in pain and asking to go no further. Scamicus wasn’t having it and forced him on, where at the next intersection he started to howl and shriek in pain. The rats following George would not pass beyond that intersection either, so George stayed behind with them while some others went up to scout ahead.

They found a metal plinth with a disco ball of mirrored glass hovering above it. Scamicus pitched Squeakers into the room before entering to test for traps I guess? where bl000d poured out of his ears and the rat muppet was no more. (DubsNote: This was so funny to me at the time. Still makes me chuckle. Being a Neutral Thief rules!) 

Investigating the pedestal revealed a wide slot in one side with inscriptions underneath it. Scamicus stuck some coins in the slot and the whole thing popped and sparked and smoked and the disco ball fell and rested on top of the plinth. Once this happened, the rats by George immediately stopped bobbing their heads and scattered, fleeing into the dungeon corridors. They knocked it over and stole the ball, got after a compartment in the bottom of the plinth and tore out some colored wire, eventually pulling loose a metal box. Deciding their recon mission was concluded, they exited the dungeon the way that they had entered, through the trapdoor and rat room and out. They walked back to Krak de Chevalier with a story to tell and a little coin for their trouble. 

(DubsNote: In hindsight I think the machine was a cd jukebox but I’m still not 100% sure, the DMs descriptions were good. Just weird enough to be confusing. I think I botched my Remove Traps check or we may have been able to claim more in tact tech treasure. All and all a fun session and good on the fly DMing. I failed as a Caller since I should have found us more rooms to check for potential treasure rolls. But we avoided any stupid/deadly combat except the one where we’d have needed to make too big of a bribe to avoid.)

Grades: 

Samson: Little to fight, little to heal. Threatened to intervene if they executed a captive without cause. As cleric/crusader as he could be given the circumstances, E 

Tuck: Fell asleep before the only real fight of the session where the barbarian could do barbarian things. Just got in from overseas, jet lag’s a thing, no aberrant behavior. E 

GC: Greedy coward, hid and tried to flank during the muppet fight, E 

Guvnor: Berzerked and engaged muppets, E 

Scamicus: All focus on profit and scores, E 

George: Did beastmaster things more than anyone really thought possible in a dungeon, E (DubsNote: Star of the show for sure. Amazing play.)

Lyros: Flanked out, sneaked, engaged muppets, E 

Musings: First run at Muppetlantis for me and I wasn’t in the previous sessions, so tried to put some flavor in it. I hope some of it came across well but with how hallway heavy the generation was it maybe left the players a little wanting for some action. Random be random, though. I had fun taking suggestions and nodding along when the party jumped on the flavor bits they found interesting. The disco ball started as a plain plinth that evolved as more got heaped on it, eventually turning into a disco cd player. Looking forward to seeing how the dungeon develops as more DMs put their stamps on it.


Why ACKS is Not the Answer

       The "Adventurer Conqueror King System" ( ACKS ) is not the answer to all your D&D dreams.       Sure, it is an incredib...