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Amherth Diaries, Session VII: Backlash (clues recap for the readers!!!)

They finally face Fynch, the "feminine" thief of the Adventurer's Guild. They know he's a member of the secretive assassin's guild and that he knows more than they think. In the last session, Celemor told her nephew Elowen that he noticed him following her and Morgane Harrow during one of their "journeys" to the Magic Academy. 
Fynch awaits and doesn't take long before the fellowship pushes on. He confesses: he's an assassin. But not the assassin. He just noticed that another assassin (the actual killer) was moving like a "real" assassin during Summer's End and Fynch got that he was part of the secretive guild himself. But that guild as a golden rule: you don't kill unless a real "murderer order" has been given and no orders had been given. So, the killer was acting on his own. He didn't lie in the end, if you remember the interrogation during the early sessions. 


Fynch tried to stop him writing a message (the fe…

Dark Classes I: The Shaman

Welcome to the first article of the "Dark Classes" series! This blog is currently set in the Amherth investigation oriented campaign I'm running, which uses a mix of LL and BFRPG. 
My aim is to focus on B/X-ish material and most of my focus will be on LL Classic.  Here I present "The Shaman", a class I came up with thanks to the story of my beloved girlfriend, which eventually brought us to Cirice Harrow, one of the characters playing the aforementioned campaign. You can check out a general introduction here. Concept The Shaman has born to recreate the idea of a gifted "witch". There is a single Shaman for any given era. In our case, Shamans see light in the Tradeport's Harrow Faimily, a noble house concerning about alchemy.  Shamans are gifted girls (no man-Shamans) who start dreaming and feeling elemental spirits, nature essences talking to them. They do not study to become one, they just try to focus on their inner experiences and try not to los…

Amherth Diaries, Session VI: Witch Hunting

It didn't take too long. The "nice and lighty" house in the forest wasn't there anymore. A decaying house and sense of danger now stood in the woods.  The door was unstable and moved back and forth to the wind, on an unnerving high note. 
While The Grim and Beatryce the Priestess, most of the other stay in the invisibility aura cast by Master Jansen... The Witch is on the roof and wanna surprise them, but miserably fails... 
It takes about two rains of arrows and spells to pull her down. She summons seven ghost pyres, which die pretty quickly at the Undead Turning of the rightful Beatryce. Before actually dying, the witch seems to "crawl" away (or at least her soul), retiring from the woods and going deeper, reaching and old manor, sourrounded by foul flora and a weird light in the moon. Beatryce, his comrade "May I" (a guy who first slams doors, then asks for permissions), Master Jansens and his mysterious small-sized assistant decide to stay the…

Amherth Diaries, Session V: Dreams

After Shaedy transforms into a giant greywolf, the party is kinda upset. Really difficult to keep calm.  Beatryce, the priestess and lady-commander of the Adventurer's Guild seeks for a solution, believing this being a curse.


Elower asks for infos from her twin sister Alowar, which is not the funniest girl in the world (and, if you remeber, they usually share experiences cheating on their identity... nice girls), but knows a bit more about magic. She wants to see the wolf and (possibly) the item (fur cloak).  She enters the adventurer's guild, pretending to be Elowen. Her cheating doesn't last long, since she starts behaving like an a*****e, but at least tries something out and it seems like (at least by her knowledge) the enchantment might end at some point...
In the meanwhile, characters prepare for the wood expedition (they still have to take care of the "witch" the night after, along with the mages of the academy and Beatryce herself).  Beatryce states again…

Amherth Diaries, Session IV: Revelations

Shady and Liam went back to Tradeport while the others traveled to the Academy (Session III).
In town, they speak to "Woman's Legs", Liam's father and patron of the house Bluebarry. They reveal what really happened during the Summer's End party (the death of Hleib, the Merchant) and that they will go on until the truth will be revealed. The man is not that surprised, but it's obviously scared.


The idea of this being part of a greater scheme frightens him a lot, since during a meeting with all the greate personalities, he "felt" something weird going on while everyone used to scream against Randall Brim the Banker, helped by Diane Garret (the young "messenger" and Liam's Cousin).
Deposit taxes are getting bigger and it seems that the winter will be long. Too long.

Philip "Women's Legs" Bluebarry decides to remain silent and not to share anything about the murder.

In the meanwhile, the rest of the party coming back home gets …

Amherth Diaries, Session III: The Arcane Academy

We left our heroes dealing with a "hag" (maybe) and her "bargain".
They left the same night to rush through the woods and the main road in order to reach the Arcane Academy as soon as possible and find more about the research of Celemor and Morgane.

The Academy is a wonderful "town" on itself, made of various buildings, one acting as a stable, one as an inn and the main "castle" serving as the school itself, too big for the low number of students.
They stay at the inn, where young students work so that they don't forget the value of gaining money while studying the dangerous path of arcane mysteries.



They try not to grab attention, since they just wanna spend a quiet night and the inn and introduce themselves to the masters the day after. They have to make some researches in the academy libraries and ask questions about Celemor being there outside her teaching duties with Morgane (that's what they know so far).

The morning after, they dis…

One Page Classes: The Ranger

And... there we go! This is the first article of the "One Page Classes", a long series of posts about new classes for the old school, Labyrinth Lord (and B/X) experience.

I find class design on B/X - Labyrinth Lord pretty entertaining. You can bring a concept to life with ease, but the actual "design" is a complex matter. It's challenging and fun.
There are two steps you should keep in mind while designing a new class: - check the class' concept at every sentence. If you go too far from the idea, step back and work on it. - keep it simple, stupid: the kiss rule is kinda mandatory here. Just bog the word count down as much as you can. I adopt a bunch of tricks and avoid any table, just referring to other classes' tables. Use simple concept and expand just if you believe that the reader might face problems about the features' mechanics.
Those two steps brought me to where I am, starting this series of articles for you, bloodthirsty players and DMs lookin…

Amherth Diaries, Session II: Deadly Intrigues

We left the party. At the adventurer's guil lies the corpse of the poor merchant and the "killer". The newly aquired Shady and the others investigate and a weird interrogation start (ESP from Shady, threats from Gillian, which is Grim, as always).  It seems that there's a mysterious Assassin's Guild with many "unknown" faces... But ESP doesn't fail and from the killer's mind a "guy with many masks" is revealed, along with Fynch, the sarcastic councelor of the Adventurer's Guild! This is something the group don't wanna share with the others, at least for now...

- The killer says that the idea of the "job giver" being an elf woman was his. It seems that Hleib The Merchant "saw something"... inappropriate at best. In the meanwhile, Shamyr, the merchant's child, disappears...


- Shady meets "Darrell" (the guy with many masks) and confess him the recent discovery. He says nothing, but neither negates he…

Amherth Diaries, Session I: Masquerade

First session, first recap. For letting you get what's happening avoiding spoilers, I'll just post step by step events, so that you may always catch up.
Good luck.

- The usual party of Summer's End takes place at the Blueberry / Garrett estate. Dancning, Mask contest with the "Season" theme, and more group play will keep on going until dawn, while the Guild of Entertainers will take care of its hosts. In any possible manner.
It's just a matter of time: intrigue and chit-chat takes the toll, masked behind the "party mood". No one is calm and quiet. The Elven Greystone sisters seem already on the point to leave. The other nobles are drunk or worst. There are merchants and sailors invited as well, just to show that the Entertainers embrace them all. Cirice ends up hating' him. She's not A woman. She's THE woman and the winner (again) of the mask contest: all flowers, colored mask... Summer in its full beauty,


- A misteryous man we talked about …

Amherth Diaries, Introduction: "Guild Wars"

This is not a videogame spin off, fellow delvers.
The "Amherth" diaries series will be centered on... guess? My "Chronicles of Amherth" campaign!
For those who don't know and will be soon devoured by an hungry undead monkey, Amherth is a dark fantasy setting written with core Labyrinth Lord in mind.



Imagine a post-apocalyptic feel (an apocalypse is what everybody needs to chill out a bit), very grim present with open ended tales. We'll focus on Amalor, which is just a portion of the immersive world. You can find lots of analogies with the real world: the cruel and powerful Xannen Empire which resembles an ancient-roman / mongolian mixed feel with gladiators over three headed dogs lashing slaves... the almighty Kingdom of Tyr, whith castles and knights... the Corrland with a scottish/irish oppression twist. You have everything you need around the vast regions of Amalor...

That's why I've chosen to start somewhere else.

We are in Tradeport, what we ma…

Into The Labyrinth

If you are here, it's late. I'm a Gygaxian freak, so any step can be the last one.
As you may discover, if you'll ever have the patience to follow this blog, I'm not an old school elitist, though. I mix and match, trying to get the best from the two schools.
But this is actually a love letter to the playstyle that fits my DMing needings.

In other words, this will be, in other words, a B/X - Labyrinth Lord dark/horror fanclub.


We'll cover a lot of terrain here: I'll tell you about my "Chronicles of Amherth" campaign (heya heya oh!), I'll present my homebrew classes and I'll even plan some future work with you.

This is a blog about dark fantasy and grim, deadly tales where desperate heroes hope to fulfill their atrocious destiny.

In the meanwhile, I leave you with a concept: life is a dungeon. That's the idea behind all of my adventures and creations. Even if most of our favorite game is about alignments, evil and good, I like the grey area …