Friday, September 6, 2013

How I designed Chapter 2 of the Palantir Campaign

This post presents an image export of my core mindmap for chapter 2 of our Palantir Campaign. I absolutely loved creating the adventure using the iPad version on MindJet (which is free).  During gameplay, I would collapse most nodes except these that I needed. 

Here is a link to a full size map. The graphics below is "a little" useless.

Zoom a lot on the full size image to read the labels... sorry about that.

Thursday, September 5, 2013

047 - A journey up the Lhûn valley

The Gulf of Lhun

The Swan had entered the gulf of Lhun two days earlier and was making good progress against the current. A small elf-made craft approached the large Gondorian hulk as the harbor of Gray Haven got in sight. The elves on deck were neither friendly nor hostile, but made the whole crew uneasy. The ship attached itself and pushed a gangway up to the Swan's deck. An austere looking elf introduced himself as Alumnim, dockmaster of Mithlond, and informed the crew that Gondor was not allowed to sail passed this point.  

There was a pile-up in the leadership of the Swan as Arnadil, Galdor and the ship's captain all felt that they should address this edict. However, Arnadil had the key document: a letter from King Elessar. Arnadil introduced himself the best that he could in Sindarin, and managed to convince Alumnim to let the Swan enter the port under a number of restrictive conditions.

The Swan sailed into the harbor. On both sides were arrayed a number of ships being built to take more elves to the undying land. The Swan moored itself to a pole off the shore and a few of the crew members made it to shore with a rowboat.

Tuesday, September 3, 2013

046 - The legend of Sir Galdor

This post refers to play that occurred in a more abstract way in between Chapter 2 and 3. Some was played by post, some was done at the table. Some really neat gameplay took place in this session: I skimped on the technical details but the Social Engineering book saw a lot of page flicking. 

Session 18

  • Part I - The Legend of Sir Galdor
  • Part II - A journey up the Lhûn valley


Arnadil wrote a masterpiece

With his hip badly mangled, Arnadil had to find a way to kill time while sitting down. Arnadil began gathering notes about the commission's journey. He really got into it an began writing prose from his notes almost right away. His keen intellect allowed him to learn fast, and by the time that the Raven had touched the docks in Osgiliath, Arnadil had a manuscript that read like a professional piece from a chronicler. Little did he knew at this point that his manuscript would play a key role in thwarting Sir Galdor's takeover bid on the commission!

Meanwhile, and after his hip got better, Arnadil also spent a good amount of time teaching swordplay to the hobbits. He learned a lot about teaching while his companion got to refine their rough skills a little bit. 


Thannolf the sailor man (toot! toot!)

On the way back from Forochel, Thannolf busied himself to become the first mate of the Raven. He wanted to get the pay boost, and definitely had some time to burn off in between drinking binges. He applied himself to the craft of seafaring. Using his empathy, and a good dose of acting at the right moment, he won the respect of the crew and the affection of Vacros, the captain of the Raven. This got him to the position of second mate with a small pay increase. An unintended secondary effect of this effort was that it became clear to him that the Palantir commission had been deceived by the crew all along: The Raven was indeed on lease from Dol-Amroth, but Vacros had assembled the crew specifically to take the commission to Forochel in hope to sail away with the Palantirs and fence them to a mysterious high bidder. With the Winter Drake involved, Vacros cut his loss and dropped the plan.

Vacros, knowing Thannolf all too well at that time, bribed the northmen into keeping this secret for long enough to avoid trouble with the other commission members. Thannolf added his celebins to his (ethically muddled) stash and decided to take the secret to his grave. 


Finbert's lost treasure is really lost 

Finbert was very sore that his purse had disappeared at the Imenstone, unlike all other commission members. He suspected Thannolf, whom he distrusted because of his insatiable greed and criminal past. Over the length of the trip, he tried to take advantage of Thannolf's compulsive carousing to interrogate him while he was drunk. However, Finbert got more often than not drunk happy faster than the young northmen [Carousing contest won by Thannolf.] Furthermore, Thannolf's empathy allowed him to get cued that the hobbit was on his tail and caused him to remain guarded. Overall, Finbert's attempt to pull information from Thannolf was unsuccessful [resolved as an influence check as the gameplay was abstracted]. To make things worst, Thannolf's Fortune telling allowed him to read through Finbert very well. The northmen took advantage of this. He ended up having a little fun at the expense of the hobbit. Finbert stopped drinking, which was hard for him as he is fond of food and drink. But Thannolf was already cued and kept his guard up. 

When Finbert arrived in Minas Tirith, he sought employment Public Houses. Surprisingly, what got him the job came from an unexpected place: Finbert was the companion of the now famous Sir Galdor of Dol-Amroth, champion in the North.


The Legend of Sir Galdor, Hero in the North

A buzz came upon Mina's Tirith in the early days of July. A minstrel name Petron proposed a new epic saga put to music which told the story of Sir Galdor, knight of Dol-Amroth. According to the epic song, Sir Galdor met with Linluile, patron said of Annuminas, struck down a demon in the north and confronted a winter drake. He was accompanied by valiant hobbits, a legendary dwarf warrior and a rabble of other who played no large parts in the tale (other than giving up too fast when facing the drake). This tale spread like wildfire through the city, and rubbed the party members as both offensive and inaccurate. 

Arnadil invited the nobility and the gentry to a ball in his Mina's Tirith home. Petron may have wrapped his fingers around the crowds in public houses, but Arnadil intended to make truth prevail for the upper crust of Gondor. Arnadil's invitation made the rounds in the City Watch mess halls, and throughout the King's court [Propaganda check success]. Arnadil passed his manuscript to Irina who started to put keys parts to songs [Signing check success with MoS 3]. The evening was well attended, except for the notable absence of Sir Galdor himself. Irina's music moved the crowds and a few good laugh were shared on Petron's version of the company's adventures. Although at a great expense, Arnadil's ball had the effect of setting the records straight at least on the 7th level of the city. Irina couldn't outperform Petron on the public house circuit, but the ball had a deep impact on how the coming week developed.

The news that Prince Imrahil of Dol-Amroth had pledged a navy ship and a small force of horsemen and pikemen shook the company at first. The word on the street was that Sir Galdor was to lead the new expedition. The company learned from Kasper (still Sir Galdor's squire), that Mildred Imrahil, the grand-son of the prince, had joined Galdor as a page. Some company members expressed the concerns that the legend of Sir Galdor was drifting from a bad joke into a potential disaster. However, the Lord Chancellor made clear to Arnadil that King Elessar had never specified who should lead the company, nor that anyone could impose a leader no matter how generous the pledge may be. It was thus decided that Sir Galdor and his new pet would be given the command of the slow soldiers while the rest of the company would rush ahead and hopefully solve the problem before the circus hit the town.

Another point of note is that Sir Galdor wasn't capable of coming up with all this on his own: a force was seeking fracture lines within the company for its own purpose.

Khareo's Tale #6 - The back streets of Lorthalen

Hired sword wanted

The Lothal sisters weighed their options. They figured out that they would need some brawn to assist if they were to leave town. They posted ads around the city markets [ successful influence check with local merchants, +1 for advertising ].  Mary tried to skimp on salary, but eventually settled to offer 35 silver crowns per month plus a vitality amulet. A number of candidates knocked at the door [ Propaganda-10, +1 city size, +1 advertising, -1 failed use of "common sense/IQ" as supporting skill, +1 increased wage, +1 Charisma, +1 Status, +1 Wealth. Target:15. Success by 1 ]. A bankrupted bakers who had been convicted for fraud and desperate for work, a scary looking father of four looking for a better paid job, and a retired Navy officer with area knowledge in the Golden Archipelago. The sisters settled for Horatio Mar, the more expensive retired navy officer. They scoured the dock area for a ship heading for Lorthalen. They settled with a captain to depart on the following day against 4 silver coins each and the pledge to share the workload with the crew.

The trip was difficult but interesting. They learned much about seafaring and made friends among the sailors.

Saturday, August 31, 2013

K12 - The Evil Eye

Recollections from Donarik, ranger of the Ark.

"Bimbo" the troll gets a hatchet blow in the kidneys and another one in the guts
from an unseen dwarfy thing. 
Once that the screaming in our heads stopped, we noticed two large trolls coming out of suspended animation from alcoves in the walls. Khazek-boy and I shot but hit the wall instead. I dropped my bow, drew my axe as I stepped back. I hit the troll really hard in the face and knocked him senseless. As he was teetering, I hit him again on its skull. This seemed to snap him off of his stupor. The troll grabbed me and used me as a projectile on my leader. Khazek dodged, I landed heavily on the ground. Rough day.

Around me, Khazek took over to push the troll back. Drolf and Vadek were about to fell the other troll. A number of orcs were streaming into the hall. Khazek and Vadek covered my flank as I stood up again. Kalin and I pushed the troll back into its alcove and finished him off as the rest of the battle unfolded.   

Tuesday, August 20, 2013

Khareo's Tale #5 - A devil's untimely end

In this session, the Lothal sisters are trying to finish the work started in the last session where they confronted a devil that was destroying the life of a noblemwoman. The devil turned out hard to kill, and the first contact ended in a withdrawal from Merbaum (the devil). 


Looking for Lorenz Lothal

The day after the confrontation with Merbaum, the sisters assumed that things would get quiet. They decided to head for the court of Sharna III to investigate the circumstances of their father's disappearance. They met with someone from the chamberlain office. It turned out that this man, named Karmen, personally knew their father. He left the sisters in a lobby while he knocked at a few other doors.



When he came back, Karmen told the sisters that their father has set out on a diplomatic mission to Lorthalen, a sovereign island in the Golden Archipelago. He set out on an independent sailship, never came back. As a result he was declared missing and his salary was terminated a month ago.

The sister went back home and worked for the rest of the day. Martha drew a star chart for her father and found out that within the last 6 months, her father had indeed been in the Golden Archipelago. Not a lot more could be read from the chart. At least the two pieces of information corroborated.

Tracking Merbaum through Khareo

Merbaum entered back into the sisters' lives with the knock of a door. Lady Fremton was waiting on the threshold with the crumbled remains of an amulet in her hand. She explained that the vitality amulet had shattered into the night. Mary recognized that Merbaum had possibly attempted to do her harm, and that the amulet had stopped the ritual. Mary advised Lady Fremton to wear the ring that she made to poison Merbaum since it was also a vitality amulet.

Both agreed that Merbaum would not let got of this easily. They anticipated a time where Lady Fremton could end-up without Mary's protection. Something had to be done, soon. The problem mainly was that there was no way to find out where Merbaum was in the first place. Lady Fremton didn't want to return to her flat for the time being.

The sisters splitted to attempt to find traces of a devil in Khareo. They knew that Merbaum was probably preying on other wealthy citizens in the city. However, the odds of finding any of them bragging about their curse were very low. Mary, whom had a fantastic rapport with the business community, decided to tap into this network to scrounge for rumors. She asked around for anecdotes about recently destitute or otherwise gloomy upstanding merchants. Unfortunately, a full day of running around left her empty-handed.

Martha was at a lost for rumors: most people that she knew treated her either as a child or as a weirdo. She got sneers from neighbors and shooed away from market stalls. Her best bet turned out to talk to Sheriff Stanton, a grumpy horologicalist with enthusiasm for tax collection. Martha had fallen in his good book by being so openly at odds with the local Architecturalist congregation.  

Stanton came back to her a few days later with the tip that a goldsmith called Elmira Acker had suddenly closed shop and isolated herself from her social circles. If her problem came from Merbaum, then he really had found the best kind of professional to harrass.


The curse of Elmira Acker, goldsmith.

Merbaum tangled into the net while Martha takes her sweet
time aiming.
When the sisters knocked at the closed shop's door, they were quickly turned away. Martha interjected and mentioned Merbaum by its name. The goldsmith, a woman in her forties, let them in and asked about everything that they knew about the devil. Her story was similar to Lady Fremton, except that her husband had left her a long time ago and didn't get killed by it. The sisters inspected the goldsmith shop and her adjoining apartment on the upper level. They then hatched a plan. Mary convinced Ms. Acker to invite them over that night so that they could ambush Merbaum. Hopefully, to wipe him from her life for good.

On the way home, Mary bough a net in the style used by demonstration fighters at festivals. She spent the rest of the day figuring out how to throw the darn thing. Martha loaded both flintlock pistols and wrapped them in a piece of canvas. Merbaum was about to get a taste of Lothal medicine.

The ambush according to Chloe ( Martha )
Later into the night, the sisters went back to the goldsmith shop. They consulted with Ms. Acker to find a good ambush setup. Usually, the devil came from the back door and got fed on the counter of the shop. Mary and Martha found dark corners in the store to hide.

Merbaum arrived late into the night. He was rude and threatening to Ms. Acker. She led him down to the store and manipulated her lantern such as to have the sisters on the other side of the glare. Merbaum landed on the counter and began wolfing down a few gold pieces.

Mary threw her net at him. He recoiled to dodge but slipped off the counter and landed on the ground, completely tangled. Martha walked to the powerless fairy and carefully shot him to the heart. The devil was leathery tough! Once the smoke cleared, Martha could only see a graze on his chest.  While she switched pistol, Mary hopped on the counter. Martha shot at Merbaum again: a great rift opened in his chest and yellow sparks were streaming out of it. Merbaum had given up on escaping the net and was instead trying to chew his way out.

Merbaum realized that a dodge retreat is impractical atop a
glass counter. 
Mary jumped down to the ground and trample him. She snapped her vitality amulet off her neck and shoved it into the rift. A surge of white light filled the room and the screaming got the best of Martha who fled to the upper level. Mary had been badly burnt by her last move and couldn't move her hand anymore. The devil tried to plead with Mary to let him go: Mary would have none of it. Martha came back in, snapped off her amulet from her neck and shoved it in the rift as well. Merbaum's body was now smoking, his mouth frothing. The sight and the pain from her burn sent Mary retching to the floor. As Martha was about to draw her foil, Merbaum stopped writhing and became silent. The devil had eaten his last golden meal.


The ambush by Sophie ( Mary Lothal ).

Peddling the body

The sisters had a hunch that a devil's body would fetch a good price from an alchemist. After a bit of negotiations, they managed to sell Merbaum's body to one of them for the great sum of 500 silver ( nearly a years' salary). It could have proably fetched a lot more, but this would have required an amount of leg work that the sisters weren't ready to put forth.

Mary and Martha realized that they now had enough money to support their mother and family home while they travel to Lorthalen to investigate the disappearance of their father. Hopefully Mary will be able to recover from her crippling burns on her right hand!


GM's notes: 

  1. A net is a very potent weapon in GURPS!
  2. Sophie had the brilliant idea to use the white magic of a vitality amulet to poison the devil: this is pure awesome!

Friday, August 16, 2013

Hit points are for reeling...

As I prepare the last chapter of the Palantir Commission campaign, I am prepping for some extent of high heroics in some dark places. I don't want to loose the gritty touch and the Tolkien feel. This means that heroes in Middle-Earth should be able to shrug off damage without resorting to healing magic and six packs of potions sold by the alchemical ACME company: it just doesn't work with this world.

Wounds are what tracks medium-term character conditions

I see HP as a way to gauge how hard you ought to get hit before it cause long term harm. Buff warrior can take a hit and without flailing, little ones can't. The medium-term effect of a battle is in my opinion the sustained wounds.


HPs are good to track short term conditions

I want to look at HP as "flesh fatigue": a countdown to reeling and the point where a character needs to roll against HT to stay up. For this reason, I decided to buff the first-aid skill as follow:

  • First-aid can be initially delivered to control bleeding and in the process grant up to Margin of Success or 4 (1d6-2 as per TL4 as  per Basic Set), whichever is the smallest. A success by 0 means simply that blooding is under control. This step requires 30 seconds. 
  • After 30 minutes (TL4 delay as per Basic Set). Another First-aid check can be made if the conditions are right, granting again the least of MoS or 4 HP. This step requires clean bandages, splints, balms, and time.
  • Daily healing rates are raised to 2 HT checks per day or rest, 4 for Hobbits. First-aid can only recover freshly lost HPs, not these from previously tended injuries.

This means that as much as 8 HP can be regained within 30 minutes of a wound, assuming a very skilled First-aid deliverer. These recovered HP are, however, not going to negate wounds until all outstanding HPs are recovered. Cripplings are treated normally. I anticipate that wounds will accumulate and force the character out of danger to recover for a few days every now and again.

Addendum, with Nirodel the elf joining the campaign, there will be a bit of healing magic in the commission.