Showing posts with label Saint Hubbins. Show all posts
Showing posts with label Saint Hubbins. Show all posts

Monday, April 4, 2016

Game log 3 April 2016


Dramatis personae


Anêr, swashbuckler
Yémos, cleric
Caleb, wizard
Mayhem, barbarian
Kim, thief
Ash, squire

Quid occurrit


We move forward the next day, 4 Skraptôs 2852.

Yémos went to Town Watch headquarters. On the way, a priestess in a black cowl and standing under a canopy beckoned him to learn about the Lady of Darkness. Yémos asked the priestess if the Lady of Darkness knew about the swamp, and the priestess said, “The Lady of the Darkness can see where no one else can see."

Yémos kept going to the Town Watch. There, he asked whether the Town Watch captain was there, and the Watchman there said she was not. Yémos left a message, asking whether it was alright to go into the swamp for business of the Church of Saundīvós.

Caleb and Anêr went to see Nabbrášus to see if she knew who ran the swamp. Her orc guard, Barash, greeted them warmly, and let them inside. After saying she was sorry about Péllē the crooked slaver, she said that nobody owned the swamp, though Maksilíā, a dressmaker, held the title of Vīšpûna of the Vámbon over a patch of it where nobody lived.

After a few laughs about Maksilíā’s title and a few warnings from Nabbrášus to not let Kim anywhere near her home, Caleb and Anêr left, going to Caravan Outfitters by the West Gate to buy a map. Right outside Nabbrášus’s home, a one-armed man was running after a horse. Anêr ran after the horse right as it moved past him, and grabbed it. It started to stop when Anêr covered its eyes with his hands. The one-armed man reached Anêr, and thanked him, and asked for help hooking the horse to his furniture cart again.

At Caravan Outfitters, instead of the shaggy-haired red-headed man, a brunet-haired man helped them, though still there was the incense. He sold them a map of Dumenrôn Swamp for 100 farthings. He had no rafts in stock, so he sold them the ropes and other stuff needed to make a big one for 50 farthings.

That afternoon, they looked for a guide. The first guide they met was Kamil, a fat Natalunese woman who barely spoke Mannish. She could point at the map and say, “Swamp. I been in swamp.” Unhappy, the heroes looked for someone else, and met Villûdē, an older woman with long earlobes. She said she would be true to the gang so long as it paid her, and asked for details. When it was clear to her that the heroes had no idea where in the swamp they were going to look, she said that the plan was “insane,” as the swamp was too big to go looking paddy by paddy for a pair of boots.

That night, the heroes went to see the Princess of Gold at Wild Cats, in hopes she would have a tale to tell about Saint Hubbins. On the way, a man with his arm in a sling ran towards them, and warned of coming doom for Caleb. Everyone stayed a few steps from Caleb until they got to the Wild Cats dive. There, for a couple of farthings, the curly blonde-haired Princess of Gold told them this tale:

Saint Hubbins wanted to tame the ibathene, a big snake with an eye on a stalk, and so he went into the swamp with his band of merry men. In there, they got lost, and walked around the swamp, asked a man for directions, then wound up talking to the same man when they came around to him again. At last, they found the ibathene. 
Upon seeing the ibathene, one of Saint Hubbins’s men spontaneously combusted. Another got his arm stuck between two rocks, and tried pulling it out. Instead, his arm came off and he passed out from the shock, bleeding to death. The ibathene looked down at the three men still there. He leaned over and ate one, while Nigel, Saint Hubbins’s friend, stayed in the back, still with fear. Saint Hubbins went forward, hoping to have his boots make their sonic boom to make the ibathene’s eardrums bleed, but the ibathene leaned down and bit him. Nigel ran, and the last thing he saw were the Boots of Saint Hubbins falling down as the ibathene ate the long-haired saint. 
Nigel fled for days, living off the land, until he reached a peat farm. There, he told his tale, and from there, went to live in Mīstássun, living the rest of his life as a third-rate hatter and telling the tale of his late friend.

The next day, Yémos patted himself for his coins, and found that he had forgotten to cast Watchdog the night before and someone had stolen his coins. The heroes then went back to Villûdē, and told her of the peat farm. She said that she knew where the peat farm was, and all thought it was a good spot from which to start.

They set forth, and made it to Caleb’s home village of Kerváron, after passing a gang of 15 shifty-looking men. There, they stayed at his parents’ home that night. However, they could find no help with making a raft, and so went east the next day to the Ūktrés River, and there spent two days making a big raft.

Res aliae


A session with no fighting, and playing to my favorite part of GMing, NPCs. The players chose to interact with the Princess of Gold, who from May 2015 until but a few days ago was only a name. Never write plots, nor write solutions to problems, as to where the players lead you might be more interesting.

I'm not one for video of tabletop roleplaying games (why do folks find that interesting?), but my players got a kick out of my telling of the tale of Saint Hubbins. One told me it was a cross between Frank Zappa and Monty Python. Thank you, I take requests but don't do bar mitzvahs or confirmations. It would have made for good video.

Much of the session was taken up chatting with a fellow in the game store about pizza delivery stories. Amusing, but it kind of cut into what we got done.

Near the end, we got to a question for which I had no answer. How long does it take to build a raft? I did a quick Google search and a check of my GURPS Low-Tech stuff, but in the end, I had no idea, so I threw out "two days" to keep the game moving. This is with chopping down trees. I feel embarrassed that I can't come up with a number in light of my forefathers: my last name comes from a German sawyer.

Sunday, March 13, 2016

Game log for 13 March 2016

Dramatis personae


Anêr, swashbuckler
Mayhem, barbarian
Caleb, wizard
Yémos, cleric

Quid occurit


After Kim's death, the rest of the gang slept through the night, then left the dungeon.

However, as they were almost to the tunnel out, they ran into five little children with bulging eyes and bloated heads, all bearing knives. The little doomchildren rushed at the heroes, and the heroes fought back. Nobody's blows struck true until Caleb shot one with a Sunbolt, and that little bugger blew up. Caleb, Mayhem, and the horse all took some of the blast. Everyone got up from the ground, then started fighting again, though Anêr tried grabbing at the leg of one of them instead, which he could not do. When they got up, another doomchild stabbed Anêr, who was still on the ground. Caleb, thinking that his spell made the first doomchild blow up, stepped forward and stabbed one, and …


Chain reaction. When the heroes looked up, they saw only the burnt husks of the doomchildren and their knives, which they took. They healed each other and their horse, then took off down the tunnel out. In the tunnel, they fought off six centipedes as big as men, killing four before the others ran off.
When they got out of the tunnel, they walked out to see a lovely sunny morning. They headed out of the woods, and after two days of no bother, they spent the night in Lúrās, in the home of Dergíā, a middle-aged widow with deep-set eyes. After breakfast the next morning, they walked towards Mīstássun, where maybe someone could resurrect Kim.


On the road, about midday, they saw some folks in the bushes along the side of the road, and both Mayhem and Caleb ducked away from their hail of arrows. Mayhem and Anêr rushed to fight the goons who came out, Caleb started casting an Explosive Fireball, and Yémos got his bow ready. Caleb singed three of the bandits before one bandit each shield rushed Mayhem and Anêr.


Anêr stabbed the bandit who had rushed him, and with a twitch of his sword, he gave him a good slash that the bandit could not block. The bandits then struck, and all either missed outright, saw their blows parried, or only hit armor. However, they did step aside so their bowmen could shoot Mayhem and Anêr, who took their arrows in their chests. Mayhem then killed the goon afore him with his axe, and Caleb lobbed a Fireball at one of the goons, who got out of the way.


Anêr stood fast, and both he and Mayhem parried the blows of two of the goons. The other four turned and fled. Mayhem knocked down one of the two goons left, while Yémos missed both him and Mayhem with a bow shot. Anêr gave a quick feint and a stab at the heart of the last one. Afterwards, the gang ransacked the bodies and found 201 copper farthings, 201 silver pennies, and 14 gold pieces. Yémos bound the wounds of the two goons who still breathed, and they went on to Mīstássun.


Once in Mīstássun, they went to the church of Saundīvós, where the midsummer Festival of Light was wrapping up. The guards went to fetch Bašêr, the high priest, while the heroes ate the last of the cheese with caraway seeds and crescent rolls with bacon and onions. Bašêr came and seemed glum, but after a two-hour ceremony with as many lay worshippers as he could find, he brought Kim back to life.


Since the heroes didn't have anywhere near the 6,000 copper farthings, Bašêr instead told them of a quest. As Bašêr wanted to make a bigger church but couldn't get the money for it from the main church in Gōkêsun, he thought having a holy relic would raise the worth of the church in Mīsarkênē. So, he told them of the Boots of Saint Hubbins, the patron saint of quality footwear, which were in the swamp.


That night, they went back to the Pantry, where there was only four folks. Arrūnús told them that the Princess of Gold, a bard from Kešūmménē, was in town, playing the town's taverns. Tonight she was at Wild Cats, a tavern in the Smelters Ward, so that is where the crowd was. One of the four folks in the Pantry was Ash, a young man who was well-armed and looking to link up with a group of heroes.


Meanwhile, the next day, Caleb went to the sage Prainêr, and looked through his books for anything about Saint Hubbins. He found that Saint Hubbins's last battle was against a big—like 100 ft. long big—snake with an eye on an eyestalk.

Res aliae


As bad as all the random encounter rolls were last session, this time they were good. Little happened. They made it back to town with few hitches, and they got a quest in the swamp.

The battle with the bandits was a random encounter, which took the place of the idea I had of running a mock battle so the players could try combat tricks without any problems. The bandits were weak enough, so John started trying things like Feints and Hit Locations. I don't think he'll have trouble remembering All-Out Defense as well. The more they remember this stuff, the more I can remember other things.