The players began the campaign as life-long residents of Thrayorb village, a hunting and primitive agrarian community. As such, it was reasonable to assume they has some knowledge of the area immediately surrounding the settlement. I provided them with this map at the start of the campaign. Each hex is 2 miles. So far, they've not done much to add to the map in their travels. That will likely come back to haunt them in the future.
Rather than give directions as "north" and "west," The map is aligned with "Sunrise" located at the top of the map and "Sunset" at its bottom. There are six other compass points amongst the Tsali, demonstrated on this really sketchy compass rose.
The wind always blows from "Windward," pushing the regular rain clouds in the direction of "Stormend." The rest of the compass is self-explanatory. It's hardly world-shaking creativity, but I hope it conveys the primitive level of society the PCs are products of, while remaining easy for the players to mentally translate and remember.
Thursday, February 6, 2014
Life in the Valley Session #2 (1.26.14)
I’ve had a boatload of
work to do prior to the beginning of the 2014 convention season (which starts
on February 20th for me at TotalCon
28 in Mansfield, MA. Stop by if you’re in the area!) so forgive the delay.
Our next meeting is going to be a playtest of the adventure I’m running at
Gary Con VI in Lake Geneva, WI. As
such, I won’t be writing a recap of that for fear of spoiling it for anyone
planning on playing it in March. The regular campaign resumes in March and
recaps will follow. Now, on to the tale already in progress…
The band moved through the early morning forest, slipping
stealthily through the grand ferns and moss-covered stones that littered the
forest floor. Pushing on in the direction of Risingwind, they hoped they would
reach the foothills said to hold the House of Silent Men by nightfall. Each
knew that today was a rain day, and the skies would unleash a torrent at
midday. It was time to cover ground.
Scarcely an hour had passed when Xamot/Tomax’s sensitive
ears detected the tread of light footsteps trailing behind them. A duo of
bipedal creatures was in pursuit of the group, moving quietly but quickly
through the underbrush. The band turned to face their pursuers, prepping for
battle. Jackbo scampered up the bole of a great tree as Joe used his innate
camouflage to hide amongst the ferns. Shadow attempted to emulate Jackbo’s
climb, but the damp, slimy moss that ringed her chosen tree’s trunk prevented
her from climbing. Xamot/Tomax readied his illusion-creating powers, as Shadow
decided to forego here climbing to hide behind the mossy tree.
The great fens of the forest erupted with movement as two
figures burst from cover. Human in shape, but altered by radiation, these
humanoids had tremendous maws filled with twisted teeth, and only shallow
divots of flesh in place of their eyes. They were Teeth People! Dressed in
preserved killdeer-hide jerkins and carrying spears, the two looked hungry for the
meat that walked on two legs.
The cannibal hunters’ hands snapped back, loosing their
spears at their chosen targets. One slammed into the tree trunk beside Jackbo,
quivering in place from the force of the throw, while the other sailed through
the forest gloom to strike Shadow hard in the shoulder. The Tsali human grunted
from the impact and stared in shock at the shaft protruding from the wound.
Xamot/Tomax called upon his power to affect others’ minds
and conjured up a fierce piercer in his place. The two hunters turned in his
direction, drawing knives and gnashing their teeth in anticipation of mutant
bear meat. Uh-oh! This was not what the dual-headed mutant had intended!
As the Teeth People descended upon Xamot/Tomax, Joe darted
through the underbrush, powering up his electrical capacitors like a small,
furry dynamo. The otter closed on the cannibals and launched himself into the
air, striking one with the snap of electricity and the sharp smell of ozone.
The Teeth Person stumbled, his hair askew and on end, but recovered, ready to
fight.
In the tree above, Jackbo pulled the spear from the trunk
and then slithered back down to the ground. He charged the non-electrocuted
Teeth person, thrusting the spear at the cannibal’s hide-covered body without
effect. The engaged Teeth Person had much better luck in return, lunging in to
bite Jackbo’s arm with his oversized mouth. The cannibal began worrying the
bitten mutant like a dogoid with a bone.
Behind the tree, Shadow pulled the spear from her shoulder
and blood began to flow from the fresh wound. Looking about, she saw a plant
with broad, puce-colored leaves growing amongst the green ferns. Plucking a
large leaf from the plant, she pressed it against the wound, staunching the
blood with steady pressure.
Back at the fight, Xamot/Tomax’s second brain conjured up
the illusion that it was not one piercer the Teeth People hunters faced, but six!
Such a ferocious number of opponents was enough to send the cannibals into
flight, but their retreat would not be so easily accomplished. Xamot/Tomax and
Joe surrounded the hunter by them, jabbing at it with spear and snapping at it
with sharp teeth. The other hunter dashed into the forest, but Jackbo, now
enraged by the wounds he suffered, sprinted after the fleeing cannibal. The two
dodged over fallen logs and broken stones as they ran, one attempting to reach
safety, the other berserk with rage and craving vengeance.
Xamot/Tomax and Joe brought down their foe after a
protracted fight, dropping the cannibal’s body onto the forest floor. The duo turned
to see Jackbo disappearing into the forest shadows and quickly sprinted after
their friend. Shadow, her wound only now ceasing to bleed, remained with the
slain Teeth Person hunter.
Jackbo’s fleet feet ran down the Teeth Person, who turned to
fight for his life. With gnashing teeth he lunged at his opponent, but Jackbo,
moving faster and stronger than any normal humanoid, dodged the snapping attack
to plunge his spear into the cannibal’s side. The tide of the battle turned
against the Teeth Person, once a creature of horrific myth now proven all too mortal.
Joe and Xamot/Tomax rushed into the fight, and with three-against-one odds, the
outcome was assured.
Meanwhile, back at the site of the original confrontation,
Shadow was surprised to hear the sound of someone (or something) clearing its
throat with a guttural cough. Whirling around (and wincing at the fast turn),
she gasped at the sight of three 7’ tall Wolfoids standing at the verge of the
forest gloom. Two bore bows with arrows knocked, while the third carried the
longest knife Shadow had ever seen. All three were dressed in stiff panels of
plant fiber woven together in complex patterns.
“You are not welcome here,” said the knife-wielding Wolfoid.
“Alright, I’m leaving,” Shadow replied, already backpedaling
away from the furry trio.
The Wolfoids wouldn’t let matters end so quickly, and
questioned the Tsali human about her and her friends’ presence in the forest.
The other three, noticing the sudden arrival of the newcomers, sprinted back to
join in the conversation.
As the two groups parleyed, it was discovered that the
Wolfoids were also experiencing a strange illness amongst their kind, but not
nearly as serious as that afflicting the Tsali. Like the sickness plaguing
Thrayorb, the disease appeared in conjunction with the loud thunderclap that
occurred three days ago. The Wolfoids informed the travelers that the lands to
Sunset were held by the mutant wolves and they were not welcome there, but the
canine trio helpfully informed the band that they had wandered slightly
off-course and must correct their journey if they were to arrive at the House
of Silent Men. The Wolfoids warned the group that if they had continued in the
direction they were traveling, they’d leave the forest and stray close to “land
that kills.”
The two groups parted, the band pleased to escape further
bloodshed. Before heading off in the correct direction, the Tsali villagers
stripped the slain Teeth People of their goods, acquiring two strange outfits
of stiff killdeer hide and a pair of knife. The cannibal hunters also carried
dried meat, but Shadow and the mutant humanoids were wary of eating jerky of
unknown provenance from the Teeth People. Joe, harboring no such qualms,
nibbled at the dried meat and announced it tasted like frog. The band brought
the dried provision along, ostensibly for Joe’s consumption.
Traveling along their new route, the group passed a few
hours without event, finding a large, gray-green fir tree with broad skirt just
before the rainfall began. The four rested beneath the branches of the tree,
safe and dry amidst the torrential rains and rested in preparation for the
latter half of their trip. If all went well, they expected to arrive at the
House of Silent Men by nightfall.
Once the rain ended, the group resumed their trip and, after
a few more hours, found themselves facing a 60’ high escarpment that rose
before them like a wall. Neither the Knower of Things nor the Wolfoids had
mentioned such an obstacle. Trees grew both atop the cliff and at its base, and
it seemed to extend from Settingwind to Risingstorm as far as they could see.
With their path limited to either scaling the escarpment or following it, the
group chose to keep their feet on the ground and headed toward Risingstorm
along the base of the cliff.
After a half hour of walking and night fast approaching, the
escarpment showed no sign of ending. Joe elected to scout by climbing one of
the taller trees in the vicinity. His sharp claws and nimble body soon saw him
atop a great tree looking in all directions. The escarpment did continue a vast
distance, but entered into a clearing not far from where the group now stood.
From the treetop, the otter could also see a broad swath of foothills on the
tableland atop the cliff. It was these hills which they sought! He clambered
down to inform his friends.
A quick conference decided the group would investigate the
clearing ahead, for no other reason than a change of scenery and perhaps to
find a means to scale the cliff. Pushing forward, they reached the edge of the
clearing and the broad meadow it contained just as the sun slipped below the
horizon. In the gloaming, the band spotted a herd of killdeer grazing in the
meadow. Numbering over a dozen, the herd contained several bucks, known by the
tribesmen to be armed with venomous antlers.
Joe, being smallest and able to camouflage himself, was sent
ahead, scurrying close to the cliff wall. The killdeer, at some distance away,
paid no attention to the small mutant otter. Joe discovered the escarpment made
an abrupt turn after a short distance and a cave mouth pierced the cliff at
that point. It was a very odd cave, being comprised entirely of straight lines
and right angles, but at the very least it presented shelter for the night. He
returned to his friends and the group moved towards the cave.
As the quartet entered the meadow, the killdeer bucks
smelled the tribesmen on the wind and moved to defend the herd. Nine
poison-antlered deer leaped through the meadow intent on impaling the Tsali
with their toxic horns. Xamot/Tomax, knowing that if the alpha buck could be
startled into flight it would take the rest of the males with him, threw a
powerful illusion of a brushfire at the largest male in the group. The realism
of the mental image turned the buck in its tracks and it darted off into the
woods, the rest of the herd following close behind.
Joe probed ahead with his telepathy, scanning the cave for
active minds. Dimly, at the edge of his mental feelers, he detected the angry
thoughts of a creature: “They’re coming into my home. I hear them. I’m going
shoot the first one I see!” Strangely, Joe found himself intensely loathing the
creature whose thought he intruded upon, more so than even its desire to harm
him could account for. Joe spread the word to his fellows and the group sprang
into action.
Xamot/Tomax, warned of the creature and his weapon,
nevertheless decided surprise was the group’s greatest asset and leaped directly
into the mouth of the cave, screaming! There was the twang of a bow string and
an arrow whistled by both of his heads into the meadow beyond. He, too, felt
himself gripped by a fierce hatred of the cave’s occupant. The rest of the
group, seeing the mysterious creature was now holding an empty bow, rushed into
the cave to dog-pile on their opponent.
The group discovered a small, perfectly rectangular space
beyond the cave mouth. Standing in the middle of the weird cavern was a bipedal
feline with tawny fur and dressed in shorts and vest. The tall puma creature
struggled to reload his bow as the party engaged him. Something about the
mutant cat aggravated the band and each felt themselves give in to a
deep-seated hatred for the beast. In short order, the cat was laid low by their
attacks.
Their opponent slain, the band examined the bizarre cave and
discovered the floor and walls were constructed of fitted ceramic tiles. A
rectangular groove and smaller square studded with depressed circles occupied
the rear of the cave. Xamot/Tomax and Joe busied themselves with examining the
odd grooves and depressions, while Shadow and Jackbo stripped the dead mutant
of his gear. Aside from the bow and quiver of arrows, the duo found a woven bag
tied to its waist and an unusual bracelet wrapped around its wrist.
Joe discovered a small black rectangular slot next to the
depressed circles at the same time Jackbo examined the bracelet. Made from a stretchy
cloth and secured with a metal fastener, it bore a rectangular patch of brown
material stitched into the cloth. Shadow claimed another knife from the bag and
discovered a square box filled with small spear heads of a type the group had never
before seen.
After some consultation and experimentation, Joe and Jackbo
discovered that placing the brown part of the bracelet into the rectangular slot
caused a hidden door to open in the rear wall! Beyond it was a small, square
room brightly lit by shining rods in the ceiling. Moments later, hidden
musicians began playing a soft, jaunty tune (http://tinyurl.com/ls5m2q4). Joe
scampered inside only to be surprised when the door closed behind him, trapping
him in the small space! Jackbo fumbled with the bracelet outside, reinserting
it into the slot and causing the door to reopen. Joe rushed out rejoined the
band.
Xamot/Tomax, with his amazing hearing, entered the small
room to discern the location of the hidden musicians. The strange song came
from the ceiling of the tiny chamber and Xamot/Tomax jabbed his spear into the
metal roof, trying to get the musicians to reveal themselves. His efforts
caused a small panel to pop open, showing darkness beyond.
Outside, Joe puzzled over the box of spear heads Shadow had
discovered. After pondering the box’s design, he announced the box was part of
some spear-throwing device and was useless by itself. The group agreed to keep
a sharp lookout for such a wondrous item in their travels. As the hour was late
and the band tired, the mysterious door in the small room’s ceiling would be
left for the morning. Kindling a fire in the tile-lined cave, the group bedded
down for the night.
The group awoke refreshed the following morning, but were
anxious to locate the House of Silent Men. Their supposed two day journey had
stretched into three, and the group needed to acquire the potent medicine for
their sick fellow tribesmen and return as fast as possible. Gathering their gear,
the quartet opened the small room and climbed through the tiny hatch in the
ceiling.
Beyond was a tall shaft leading 60’ straight up. A single,
amber-hued light provided illumination and a number of horizontal rods set into
the wall led in an upwards-fashion towards the top of the shaft. Xamot/Tomax,
with Joe on his shoulders, began the climb up the horizontal rods, with Shadow
and Jackbo following behind. As the keen-eared mutant climbed, he detected the
sound off drumming and chanting coming from the top of the shaft. Intrigued, he
climbed closer as Joe extended his telepathy outwards.
The combined extraordinary senses of the two identified the
chanters as Teeth People who were whipping themselves into a feeding frenzy.
Four of the cannibal waited off to the side of the shaft’s apex and were
excited for a meal that was about to come. They had captured a poor wanderer and
were in the processes of preparing him for eating. The band agreed that the
Teeth People needed to be dealt with before they devoured their captive.
Springing into action, the foursome reached the shaft’s top
and discovered a closed door on the right wall. Xamot/Tomax pried the door open
as Joe leapt inside, snapping his jaws and charging up his electrical glands. Shadow
and Jackbo rushed in behind them.
The space beyond the door was a ruined building, the roof
partially collapsed and granting a view of the sky above. Four Teeth People
lurked inside, surprised at the interruption. One of the cannibals banged away
on an all-too human skin drum, while another turned a large spit set up above a
low fire. Strapped to the spit was a creature made unrecognizable by the
restraints and BBQ rub that covered his body.
The surprised cannibals put up a stiff fight, but victory
ultimately went to the traveling tribesman. As the last of the cannibals fell,
the four turned their attentions to the would-be meal still lashed to the spit…
Monday, January 20, 2014
Life in the Valley: Session #1 (1.12.14)
Play began centered on the village of Thrayorb, a tiny
collection of timber buildings surrounded by a wooden palisade on the banks of
the River. Thrayorb is home to a tribe of True Humans known as the Tsali and
serves as the trade hub for several allied mutants dwelling nearby. The Tsali
and local friendly mutants enjoy a symbiotic relationship, assisting one
another for mutual survival. If something were to happen to the residents of
Thrayorb, not just the Tsali tribe would be affected.
Two days ago, a loud thunderclap occurred far to the
direction of Windward. One sharp-eyed hunter claimed to have noticed a thin
column of puce smoke rising in that direction, but distance made it difficult
to confirm. The following morning, a number of the Tsali woke suffering from a
mysterious illness. Purple-black pustules oozing green pus dot their flesh,
their bodies are wracked with pain, and they suffer from an insatiable thirst.
The Knower of Things and several of the herb-wise tribesfolk began treatment of
the sick, but none had seen these symptoms before. The following day, even more
of the tribe became ill and it was clear that the infected would not survive
the disease.
The Knower of Things called together the few healthy
residents of Thrayorb and the environs. This small group included Shadow, a
young Tsali who had not yet undergone the trials of adulthood, Xamot/Tomax, a
two-headed mutant human who dwelled in a cave near the village; Jackbo, another
mutated human who acted as liaison between the village and the local mutants
and is renowned for his ability to get that diverse group to cooperate; and
“Joe,” a mutant river otter who appears otherwise identical to his Earthly
ancestors.
The Tsali shaman gravely informed the group that drastic
measures had to be taken if the tribe was to be healed. Someone must travel to
the distant “House of Silent Men,” a place known to possess powerful medicine
which had helped the tribe in the distant past. The House was only two day’s
journey in the direction of Risingwind, but it lay on the far side of the lands
claimed by the Teeth People, the Tsali ancient enemy. The Teeth People were
cannibals and the stuff of nightmares to the average Tsali tribesman, but there
was no other choice if the tribe was to be saved. Should the group of young
adult succeed in their quests, Shadow would be raised to full adult status in
the tribe and the rest of the mutants would be owed a mighty boon by the Tsali.
The group accepted their charge and prepared to depart immediately.
With the directions given to them by the Knower of Things
memorized, the group left the village, following the Rive toward the direction
of Windward. They were to travel until the River met with other waters, then
cross to the forest on the other side. There, the land of the Teeth People
began and it was suggested they not tarry too long.
The group had only been traveling an hour when Xamot/Tomax’s
superior hearing detected something heading in their direction on the opposite
side of the River. Identifying the noise as a lumbering piercer, the group
decided that caution was the best course of action. Joe and Jackbo enacted
their chameleon powers to disappear while Xamot/Tomax and Shadow clambered up
trees to hide.
The fearsome mutant bear broke from the forest on the
opposite shore, staggering on two legs and sniffing the air. Scratching its
back with its deadly quills, the piercer sought the air for the scent it
thought it detected, but the wind was blowing in the party’s favor and it
failed to pick up their scent. Pausing to drink from the River, the piercer
soon ventured off in the direction from which the group had come. The young
explorers breathed a sigh of relief before climbing back down to the ground or
allowing their camouflage to lapse.
The band resumed travel and reached the meeting place of the
two waters an hour after their encounter with the piercer. The River and
another waterway came together in a “Y” before continuing in the direction of
Sunset. In the fork of the waters was a grove of reeds and cattails. The
cattails bore brilliant orange punks at their tips and the reeds were topped
with a collection of thistles. Shadow gathered a stone from the rocky shore and
lobbed it into the grove, hoping to startle any creature lurking in ambush. The
only visible result was that the thistles atop one of the reeds vanished from
view, seeming to disappear entirely. The party puzzled over this for a moment,
but seeing no obvious danger, began contemplating how to cross the water.
Joe dove into the waterway to see if he could locate a
shallow stretch that would be easily fordable by his less-aquatic comrades. As
he swam in the water, however, his tiny limbs began to be wracked with pain. Swimming to the surface, Joe saw a number of rising welts under his sleek fur
and was alarmed to notice the lumps seemed to be moving as if something was
boring through his flesh. Back on shore, Xamot/Tomax had begun to approach the
reedy grove when his muscles, too, began to ache. He was suffering from the
same symptoms as Joe.
The group rapidly gathered together and Xamot/Tomax began
digging under his skin with a knife, cutting towards the objects burrowing
through his flesh. Amidst the blood, the bicephalic mutant discovered a tiny
thistle identical to those atop the reeds. Two more also coursed through his
flesh towards his torso. Having identified the culprit, knives appeared in the
groups hands as they went to work on Joe and Xamot/Tomax, slicing into their
skin to remove the burrowing nettles. A few less than deft cuts were made as
untrained hands tried the delicate operations, resulting in larger wounds than intended.
Both Joe and Xamot/Tomax blood splattered the rocky river bank, but the troublesome
(and potentially lethal) thistles were removed before they could burrow too
deep beneath the skin to be extracted.
Having identified the plants as a threat, the group retreat
100’ back along the River before crossing to the far side and returning to
where the waters met. On the far side of the wide waterway stood the ominous
forest of the Teeth People, but how to reach it? Shadow unslung here wicker,
killdeer hide-covered shield and place it atop the water’s surface. The concave
object floated gently in the water and, seizing upon this idea, promptly
employed the shield as an impromptu flotation device/boogey board. She reached
the far shore easily with Joe merrily swimming along beside her.
Jackbo waded into the river and began tentative strokes as
he paddled his way through the current. Xamot/Tomax two heads turned to look at
one another, shrugged his wide shoulders, and plunged into the current behind
him. Unfortunately for the two (three?)
mutants, the current soon got the best of them and begin pulling them
downstream. Jackbo strove against the water, finally overcoming its drag and
staggering to the shore. Xamot/Tomax had no such luck and the party raced along
the bank and the current dragged him along.
To complicate matters, Shadow’s eyes caught movement in the
water as a 6’ long shape swam towards the stuggling mutant. She called out a
warning and Joe plunged back into the river, gracefully swimming towards
Xamot/Tomax. Alerted by his companion’s cry, one of Xamot/Tomax heads turned
downstream to see a long, silver-green river eel with three eyes and a long,
sharp horn rapidly approaching with the intent to make a meal of him.
Xamot/Tomax called upon his ability to create illusions in the minds of the
weak-willed, confusing the eel’s brain with the sight of a piercer swimming
through the depths towards it. Alarmed (and somewhat befuddled), the horned eel
turned and swam downstream in search of an easier—and less confusing—meal. Joe
reached the struggling mutant and managed to help tow Xamot/Tomax to shore.
Now on the verge of the Teeth People’s lands, the group
recalled the Knower of Thing’s instructions: Travel in the direction of
Risingwind and before the end of the first day they’d encounter a trail running
roughly Sunrise to Sunset. Roughly a day beyond that was the edge of the forest
and the hills that held the House of Silent Men. If they were lucky, the group
would achieve the hills and depart the Teeth People’s lands before they were
discovered. The band pushed into the utterly unknown forest, their senses alert
for danger.
Some hours passed as they navigated between the boles of
great trees and across rocky, fog-laden gullies. Once again, Xamot/Tomax’s keen
hearing detected something approaching, the sound of feet padding softly
amongst the mosses and ferns of the rainforest. The band prepared to meet this
new threat, readying spears and axes as Joe and Jackbo camouflaged themselves.
Bursting from the ferns some 60’ away came a pair of
bobcats, sparks glittering in their eyes. The pair closed the distance swiftly
as Shadow hurled her spear at the predators. The missile scraped along one of
the cat’s sides, producing an angry screech but little actualy harm.
Xamot/Tomax conjured up an image of a Dark Mean, one of the sky demons that
plagued the Tsali tribe, and drove the flying beast towards the cats. Joe snuck
through the underbrush to flank the cats while Jackbo, still concealed, stepped
up next to Shadow, axe in hand.
The illusion of the Dark Mean was enough to startle one of
the bobcats into flight, but its mate showed no such fear. Blasts of
electricity leaped from its eyes towards Shadow, but her body, trained by the
hunt, dodged the shocking bolts. Jackbo swung his axe, but the cat jumped
aside, causing Joe’s own assault from behind to miss as the otter leapt upon
the place where the beast had been milliseconds before. Shadow drew her
remaining weapon, a knife hanging from the killdeer sheath on her belt, and
tossed the blade savagely at her assailant, but her attack also missed the now-cautious
cat.
Xamot/Tomax, one head still driving the Dark Mean at the
bobcat with narrow misses, used his other mind to create the illusion that he’d
grown 20’ tall and now towered threateningly over the cat. Have suffered a
wound and beset on all sides by enemies, the cat bounded back into the forest,
taking an axe blow from Jackbo in its retreat. Several minutes passed and the
forest once again grew peaceful, the sound of birdsong replacing the noise of
pitched battle. Shadow collected her weapons as Xamot/Tomax banished his
illusions and the band pressed on.
Not long after the battle, a break in the trees was spotted
and Joe advanced to investigate. Before him, as he was told, ran a trail of
packed earth winding through the forest. This was the pathway the Knower of
Things had told the party to look for. They seemed on course and, with an hour
remaining in the day, crossed the path and continued in the direction of
Risingwind.
The sun dove towards the hills and night rapidly fell in the
Valley. The group debated on the best way to pass the night in hostile
territory, suggesting they climb into the canopy above and secure themselves
with vines, but the creepers proved too thick and not pliable enough to be
utilized as ropes. Xamot/Tomax discovered a small cavity between two stones and
it was then decided to use the gap as a camp. Joe slid into the underbrush to
make himself scarce and the group kept watch in shifts throughout the night.
The sun rose the following morning without danger falling
upon the band. As the sun rose, the same question echoed in the mind of each of
them: Would they reach the House of Silent Men before the Teeth People found
them? They gathered their things and departed their camp site, fading from view
into the forest mist.
Xamot/Tomax
Mutated Humanoid
Played by: Scott
Played by: Scott
Home Location: Thrayorb Village
Height: 5’ 11”
Weight: 160 lbs
Age: 16
Sex: Male
Height: 5’ 11”
Weight: 160 lbs
Age: 16
Sex: Male
Radiation Resistance: 9
Constitution: 8
Dexterity: 14
Strength: 8
Mental Resistance: 13
Constitution: 8
Dexterity: 14
Strength: 8
Mental Resistance: 13
Hit Points: 26
Armor Class: 1 (Heightened Dexterity)
Armor Class: 1 (Heightened Dexterity)
Physical Mutations
Double Vision (D)
Heightened Dexterity
Heightened Hearing
Multiple Body Parts (2nd head)
Double Vision (D)
Heightened Dexterity
Heightened Hearing
Multiple Body Parts (2nd head)
Mental Mutations
Dual Brain
Illusion Generation
Poor Dual Brain (D)
Dual Brain
Illusion Generation
Poor Dual Brain (D)
Equipment
Stone axe
Knife
Food
Water
7 bundles of demonbane plant
Stone axe
Knife
Food
Water
7 bundles of demonbane plant
Shadow
Human
Played by: Mary
Played by: Mary
Home Location: Thrayorb Village
Height: 4’ 10”
Weight: 100 lbs
Age: 16
Sex: Female
Height: 4’ 10”
Weight: 100 lbs
Age: 16
Sex: Female
Radiation Resistance: 13
Constitution: 7
Dexterity: 12
Strength: 7
Leadership Potential: 8
Mental Resistance: 9
Constitution: 7
Dexterity: 12
Strength: 7
Leadership Potential: 8
Mental Resistance: 9
Hit Points: 36
Armor Class: 7 (wicker, killdeer hide-covered shield)
Armor Class: 7 (wicker, killdeer hide-covered shield)
Equipment
Knife
Spear
Food
Water
Knife
Spear
Food
Water
“Joe”
Mutated Creature (Otter)
Played by: Dan
Played by: Dan
Home Location: Down By the River
Height: 2’ 4”
Weight: 25 lbs
Age: ?
Sex: Male
Height: 2’ 4”
Weight: 25 lbs
Age: ?
Sex: Male
Radiation Resistance: 9
Constitution: 12
Dexterity: 13
Strength: 13
Mental Resistance: 18
Constitution: 12
Dexterity: 13
Strength: 13
Mental Resistance: 18
Hit Points: 46
Armor Class: 6 (small size)
Armor Class: 6 (small size)
Physical Mutations
Chameleon Powers
Electrical Generation
No Resistance to Poison
Regeneration
Chameleon Powers
Electrical Generation
No Resistance to Poison
Regeneration
Mental Mutations
Epilepsy (D)
Heightened Intelligence
Telepathy
Epilepsy (D)
Heightened Intelligence
Telepathy
Equipment
Blanket
Blanket
Jackbo
Mutated Humanoid
Played by: Tom
Played by: Tom
Home Location: Thrayorb Village
Height: 5’ 11”
Weight: 180 lbs
Age: 16
Sex: Male
Height: 5’ 11”
Weight: 180 lbs
Age: 16
Sex: Male
Radiation Resistance: 10
Constitution: 12
Dexterity: 9
Strength: 13
Mental Resistance: 15
Leadership Potential*: 11
Constitution: 12
Dexterity: 9
Strength: 13
Mental Resistance: 15
Leadership Potential*: 11
*LP abilty due to Genius (Economic) mental mutation
Hit Points: 35
Armor Class: 7 (wicker, killdeer hide-covered shield)
Armor Class: 7 (wicker, killdeer hide-covered shield)
Physical Mutations
Chameleon Powers
Double Effect of Physical Forces (D)
Regeneration
Chameleon Powers
Double Effect of Physical Forces (D)
Regeneration
Mental Mutations
Anti-Reflection (D)
Genius (Economic)
Life Leech
Mental Control Over Physical States
Anti-Reflection (D)
Genius (Economic)
Life Leech
Mental Control Over Physical States
Equipment
Stone axe
Knife
Bag of Red Moss (5 uses)
Food
Water
Stone axe
Knife
Bag of Red Moss (5 uses)
Food
Water
Saturday, January 18, 2014
Background Handout for the Players
Although the players are well-aware we’re playing Metamorphosis
Alpha, their characters have no idea they are aboard a starship. As far as the
PCs are concerned, they live in a verdant river valley in a temperate rainforest.
The following is the handout they each received prior to making characters. It
reflects what they’d know about the Valley, their tribe, and other information
that might be pertinent to survival.
Starting Player
Handout
The Tsali Tribe lives in “The Valley,” a forested river
valley rich with wildlife and with excellent conditions for growing crops. The
climate and environment is that of a temperate rainforest (think the Pacific
Northwest). The tribe consists of roughly 200 true humans living in a small
village along a river. A wooden palisade protects the village from both
aggressive rival tribes and dangerous animals. The Tsali survive by hunting
both the “blue eaters” (azure squirrels the size of pigs and dumb as posts) and
the “killdeer,” large and potentially lethal herbivores. Food is supplemented
by fields of robust corn that is harvested twice a year.
A handful of mutants, both humanoid and animal, live close
to the village and are on friendly terms with the Tsali. These mutants
regularly help the tribe during the corn harvest, serving as guards and
lookouts while the tribe’s weaker members (the elderly, children, and the
non-warrior women) reap the fields. In return for this and similar service, the
allied mutants receive a share of the bounty.
Hierarchy
The Tsali have two leaders, Omar the Chieftain, who oversees
the survival and well-being of the tribe, and the Knower of Things, the clan
shaman. The Knower is responsible for all religious ceremony, the
interpretation and implementing of laws and punishment, and protecting the
tribe from illness and the Dark Means, vicious sky demons that sometimes carry
off wayward tribe members.
Beneath these two are any adult who provides for the clan: hunters,
gatherers, bakers, craftspeople, and the like. They have the right to speak
openly at tribal gatherings. Adulthood in the clan is achieved by undertaking a
rite of passage upon reaching one’s sixteenth year. The rite varies from year
to year and person to person as deemed appropriate by the Knower of Things.
Below the tribe’s adults are the unproven. This social level
consists of young adults who’ve yet to undertake their rites of passage, adults
who’ve failed their rites or for some reason cannot be productive members of
the tribe, and allied mutants. On rare occasions, allied mutants who’ve
demonstrated themselves as great friends to the clan are adopted as full adults
by the tribe, but these are exceptional cases. Unproven may attend, but cannot speak
publically at, tribal gatherings.
Beneath the unproven are the tribe’s children and the
occasional slave capture in battle. They may not attend tribal gatherings and
have no say in the daily workings of the Tsali.
Religion
The tribe worships two goddesses: the Queen of Dawn and the
Queen of Twilight. The existence of these deities cannot be doubted, for they
have appeared in the sky on numerous occasions. When the Queens wish to make
their divine decrees known to the residents of the valley, one or both of their
faces suddenly appear in the heavens as ghostly apparitions and they speak
cryptic messages. The Knower of Things then meditates upon their odd words,
deciphers their meanings, and reveals to the tribe the goddesses’ commandments.
The Queens never appear for long, vanishing immediately after voicing their
demands. Some belief that one of the Queens wishes ill for the tribe, while the
other protects them. Which deity is which is left open to debate.
There is also a legend in the tribe that a dark day will
come upon the Valley in some distant time. When this day arrives, the great
wolf, Ojuc, will descend upon the Valley bringing with it fire and destruction.
It is widely believed that Ojuc has come at least once before as ancient signs
of massive fires are still encountered in far-flung areas of the Valley.
The tribe believes that each person is judged by the Queens
when they die. Those who’ve led productive lives, served the tribe, and obeyed
the clan’s laws are allowed to go to the Underworld, where paradise awaits.
Those who’ve shirked their duties or disobeyed the tribe’s customs are banished
to the Upperworld, a horrible place filled with demons even more terrible than
the Dark Means.
The tribe’s dead are cremated, their ashes scattered amongst
the corn fields or in the forest as desired by the deceased’s survivors.
Technology
The Tsali are a simple people. They know of the wheel and
can make fire, but do not know the secret of working with metal. Some steel
objects, specifically knives and mirrors, are found amongst the tribe, but
these were obtained by trade. Hunting is done with spears and bows &
arrows. In battle, warriors use wicker shields covered with killdeer hide to
defend themselves.
Other Residents of the Valley
The tribe lives a secluded existence and doesn’t often
encounter other groups of humans or mutants, but that doesn’t mean they’re not
there! The most often encountered group is a tribe of mutant humans called the
Teeth People. The Teeth People dwell in the forest on the far side of the river,
and are the sworn enemy of the tribe. The Teeth People have raided the tribe in
the past, carrying off members to meet a horrible end in the Teeth People’s
stew pots. The Teeth People get their name from their great, oversized mouths
filled with razor-sharp fangs. The Teeth People have no eyes and are blind
without exception, but possess an unearthly sense of smell that not only
compensates for their lack of eyes but allows them to track prey with unerring
ability.
Towards Sunrise are two other tribe: The Salmen People and
the Ghost Tribe. The Salmen People are mutants that dwell along the shore of a
lake (and if Derik the Far-Traveled can be believed, sometime in the lake,
itself). They are neutral in regards to the Tsali. The Ghost Tribe are another
clan of true humans. They get their name from their custom of decorating their
bodies with chalk and wearing bleached accouterments.
It is said that a tribe of Wolfoids lives far towards Sunset,
but no Tsali currently alive has ever encountered them.
The worst enemy of the Tsali are the Dark Means. Dark Means
take the form 10’ long hornets of black and crimson coloration. They possess
human-like hands on two of their limbs. They dwell somewhere towards Stormend,
always descending upon the village from that direction.
Lastly, it is known that Outsiders, members of strange
tribes beyond the Valley, sometimes visit here. Where exactly they hail from is
unknown. These rare visitors come to a place far in the direction of Sunrise
known as the “Mootplace.” There, news is shared and goods are traded. Very few
of the Tsali have been to the Mootplace and only Derik the Far-Traveled has
been there several times.
Things You Know
- Deer in the Valley are good eating and their hides useful for making many things. The antlers of the bucks are extremely poisonous, however, and capable of killing a grown human or mutant.
- The red moss that grows on the sunset side of trees in the Valley can be brewed into a tea that helps counteract poison if administered soon after exposure.
- A yellow, low-growing shrub known as “demonbane” can be dried and wrapped into long, torch-sized bundles. When set aflame, these bundle burn slowly and the smoke they produce keep the Dark Means away.
- It rains for two hours every other day in the Valley at high sun. Every other day. Without fail.
- Wind always blows from the same direction (Windward), pushing storm clouds in the opposite direction (Stormend).
- A terrible and greatly feared creature lives in the Valley. Never seen, but known by its bloodcurdling screams in the night, this fearsome monster is the Lorg. It is said to be a hairy beast capable of eating a person whole. You have heard its screams and would know them if you heard them again.
- Dimpled fruits and berries, especially those colored purple and green, are highly toxic.
Dusting off the Archive
Hello, there!
It’s been over two years since I last posted anything here
on the Archive. It seems that I’ve been a victim of my own success, and I’ve
spent a lot more time writing adventures and running convention games than
refereeing a regular campaign. That’s just one of the drawbacks of working in
the gaming industry. Your recreation becomes your vocation.
I made a promise to myself that I’d have more fun in 2014,
however, and as part of that resolution I decided to run a game that has
absolutely nothing to do with the elves, dwarves, and other fantastical
creatures that make up the majority of my day-to-day gaming work. In short, I’m
running the classic 1976 version of Metamorphosis Alpha. Metamorphosis Alpha
(or “Metalpha” as I like to abbreviate it because that makes it “metal”) shares
a lot of the same imaginary topography as the original three little booklet set
of Dungeon & Dragons. Metalpha is all about exploration, discovery, and
often sudden death, with everything you need in a skinny rulebook. After
carting both Pathfinder and Dungeon Crawl Classics tomes with me to gaming
events, a softcover 36 pp. rulebook is a dream come true!
I also decided to give Metalpha a go based on my experiences
with the OSR. Although I had been playing D&D since 1980, I never had much
experience with the original White Box rules. Participating in the OSR taught
me the value of returning to the roots of game to discover where certain rules
and creations originated, thereby giving me a greater understanding of the
game. I’ve been a big fan of Gamma World since 1981 when I was introduced to
the original boxed set, but have never run Metalpha. I theorize that by doing
so, I’ll be rewarded with a deeper appreciation and understanding of my second-favorite
RPG. So far, that assumption seems to be true.
I’ve reorganized this blog to accommodate a new influx of
Metamorphosis Alpha-related material. Like before, I’ll use this venue to post
after action game reports, PC sheets, house rules, rule clarifications, and
newly created material for Metalpha. All the original Labyrinth Lord campaign
posts are still here; I just bumped them down the sidebar a bit. In time, you’ll
hopefully get as in-depth a view of my Metamorphosis Alpha game as you did my
Labyrinth Lord Stonehell campaign. I hope you enjoy the ride and find
entertainment, inspiration, and things to outright steal here. So let’s visit
the depths of outer space where a generational starship, forever changed by
calamity, drifts through the vacuum…
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