Showing posts with label Swords & Wizardry Light. Show all posts
Showing posts with label Swords & Wizardry Light. Show all posts

Thursday, October 19, 2017

Swords & Wizardry Light-Themed Birthday Party


Last month, my wife and I helped our oldest to celebrate his birthday in style. Ever since 2013, we have hosted a themed birthday party for our now-15-year-old son. Four of the last five parties (including this year's party) have featured yours truly refereeing a Role-Playing Game (RPG, for short). Three of those (2013, 2015, & 2016) had featured the classic West End Games' Star Wars: The Role-Playing Game (1987-1999).

          Pregens!                             Party favor bags = d6 + d20

This year, my wife steered our son towards a different genre, because she wanted to decorate with something other than Star Wars props and decorations. Thankfully, Frog God Games released the Swords & Wizardry Light game (SWL) by Erik "Tenkar" Stiene (of Tenkar's Tavern fame), +James Spahn (of Barrel Rider Games), and Zach Glazar (of Frog God Games) in the last year. SWL is a terrific system for a one-shot adventure for kids -- especially kids that are new to role-playing games. This rules-light system is based on the original trilogy of Swords & Wizardry games: White Box, Complete, and Core. The three are themselves retro-clones* of the original 1975 (S&W White Box) and 1976 (S&W Complete and S&W Core) versions of the original Dungeons & Dragons game.

*The term 'retro-clone' means that the game plays and feels like an older RPG but uses the framework of rules as set out by the 2000 Open Gaming License from Wizards of the Coast -- the rules that were the basis for the Dungeons & Dragons Third Edition. It also means that the game is in-print, unlike the classic games of the 1970s and 1980s.

 The Dining Room shined up nicely
Keep Out does not mean it's Keeping In       Pole Axe & Trident made by my wife

To prepare for the party, my wife and I generated almost 20 "pregens," pre-generated player characters from which our guests could choose. We also used the Swords & Wizardry Equipment Card Deck and Treasure Card Deck from Frog God Games for the contents of the gifts that would play a part in the adventure. Similarly, we set aside several Swords & Wizardry Hireling Deck Cards, as replacements for the players in case there were any player character deaths during the game.

Awesome Frog God Games Map   Adventurers colored by J & K 
    
That isn't going to hold much longer    Everyone's favorite stabby fruit

For my own preparation, I asked fellow gamers on Tenkar's Tavern's weekly Wednesday night chat and on Facebook for in-game birthday party ideas which I could use for our game's setting. James Spahn was quite helpful in crafting the day's adventure. What I received in return for my inquiries helped me set up a fun and enjoyable session.

The children numbered seven in all and their ages ranged from 4 to 15. The youngest was our younger son, who has several SWL game sessions under his belt, while the oldest was our older son. He was the "veteran" player at the table with Castles & Crusades, AD&D, OSRIC, Star Frontiers, Swords & Wizardry, and Star Wars: The Role-Playing Game experience to his credit. The birthday boy's character choice was to be a human jester. This is not a by-the-book class in SWL, so I converted one from the Adventures Dark and Deep game by +Joseph Bloch. Our younger son chose a human fighter as his character. The girls played a human witch (courtesy of the one written for SWL by +Timothy Brannan) and a human cleric, while the rest of the boys chose to play a human magic-user, a dwarf barbarian, a human fighter, and an elven ranger. With no thief in the party, I made one minor change to the scenario, which I will note below.

After the pregenerated characters were selected, our son and his birthday guests settled in while I presented the introduction to the adventure...

Famous hobbit burglar, Rustam Riverhopper the (Retired) Adventurer, is being thrown a huge birthday party by his hometown, the Village of Birt! Hundreds of people have been invited. The entire village plus adventurers of all stripes, including the player characters, are here. The characters have endured speeches by friends of Rustam and finally Rustam himself when the town's bakery delivers a gigantic cake, carried by what appears to be 10 hobbits, onto a reserved table near the celebrated hobbit. The candles upon the cake are lit -- and the cake is suddenly shrouded in smoke as the sputtering candles create more smoke than light. Just as suddenly, the cake explodes, pelting nearby guests and poor Rustam with icing and cake. Ten goblins jump out of the smoky cloud, begin attacking guests, and make their way towards the pile of gifts that Rustam's guests had brought, their eyes wide with greed and mischief.


After it was explained that the goblins somehow knew what the players knew -- that the gifts most probably contained quite a lot of magic items which could be harmful in the hands of evil goblins, the players were asked what they were going to do. The birthday boy helped explain what choices there were and soon the party, led by his jester, was scrambling to protect the villagers and the presents. The jester threw daggers to slow down the goblin attack. His brother charged the goblins with the dwarf barbarian and the pair of them began taking goblins down, one by one. The ranger fired arrows after taking up a position near the pile of presents. The magic-user was given any arcane scrolls discovered by himself and his fellows so he could cast them upon the vicious little humanoids whenever an offensive spell was acquired or use helpful scrolls upon his allies, should they be found. The cleric and the witch helped protect the presents. The cleric looked for wounded allies and villagers to heal while maintaining her defensive position, while any healing scrolls were given to her. Soon, though, two nasty little goblins were ripping into the presents and collecting what was within.

The barbarian slew several goblins and the fighter harried them away from the helpless villagers of Birt. Before long, the goblin uprising was put down by the cooperation of the village's seven new heroes. While some townsfolk busied themselves with attending to the wounded and cleaning up Rustam, their Honored Guest, the new adventurers turned their attention to the magic items found in the gifts. Most magic items found by the group were scrolls (given to the magic-user if they were arcane and to the cleric if they were divine in nature) and potions (kept by whomever found them in the chaos of the goblin attack). The heroes also found a set of magic chain armor, which was given to the fighter, a magic helmet which was donned by the barbarian, and a pair of magic boots which the jester quickly slipped on.

Newly outfitted and with some coins in their pockets from the slain goblin attackers, the seven heroes looked at the smoky cake-encrusted table and saw a large hole where the base of the cake should have been. The dwarf looked down the hole with the elf and they espied a tunnel running under Birt's Hill! Soon, the group clambered 15' down a 4' diameter vertical shaft. The ranger noticed goblin footprints going to this point, an otherwise dead end in the passageway, and coming from the distance in the tunnel ahead.

The seven set their marching order and began to make their way north in the tunnel. After about 100', there was an intersection where a side passage met this one from the right. 2 dead goblins laid on the floor just inside the side passage, one of them nearly bitten in half! Crunching and scraping sounds emanated from the passageway. In the small dead-end passage stood a Xorn -- a stony-skinned sentient but alien species that feeds on ores of minerals, metals, and precious gems. Its round pod-shaped body featured a mouth at the top of its head pointing upwards, three eyes around the top just below the mouth, and three legs -- each under an eye. The cleric used a spell from a scroll found at the festival to communicate with the Xorn. It said that the ground here was rich in ores and he was feasting when the goblins struck at him in the main passageway. After two of them were slain, they backed off and let him alone. Figuring that the Xorn was no threat to them, the seven heroes also let him be and returned to the main passageway of the tunnels.


Walking north of the Xorn passage, the party saw an area of the walkway that was covered in leaves for about 20' or more. The group used two of their 10' poles to prod at the ground beneath the leaves. After slowly proceeding north for about 10', one of the 10' poles hit the ground and a hollow pop noise was heard. The ground suddenly opened up a 10' by 10' hole that was 10' deep. Glad to have found this pit trap, the group slowly shuffles around either edge of the pit and made their way north once more, prodding the ground with the poles until they were past the leaves.

Farther down the tunnel, they came upon a second side passage, this one to their left. This dead-end passage only went on for about 40' but was littered with bones. At the rear end of this cul-de-sac were a pair of humanoids, in a struggle with one another. One was a human male, dressed in strange garb: black boots, navy blue woolen pants, light blue shirt under a navy blue woolen jacket, and a woolen hat with a rectangular insignia of alternating red and white stripes, but with the top left corner of it marked by a blue field holding thirty-five white stars. His adversary appeared to be a tall, lanky, green, and six-armed humanoid. Just as the fighter, jester, and barbarian made their way towards the grappling pair, they disappeared in a purplish haze that floated in the air around them then diminished until a small remnant of the haze hung in the air. The group investigated but could find no trace of them.

A Detect Magic spell was cast by the magic-user, but no magic was detected in the space in front of them. However, they heard a rattling sound as they stood there and the bones they had traveled over and past began to shake, join together, and form full upright skeletal figures. The group faced ten of these undead foes. The cleric retrieved her holy symbol from within her tunic and held it aloft as she called upon her deity to vanquish the unholy undead. Suddenly, bright light washed the dead end in brilliance and the ten skeletons fled towards the main tunnel and turned south.

The seven heroes quickly headed north up the passageway and after several minutes came to a wooden door at the end of the tunnel. (This was to have been locked for a thief to pick, but I scrapped it when it was apparent no one was playing a thief!) A dim light shone from the other side of it. The group listened at the door, saw it was unlocked, and then opened it since they heard no noise. They found themselves in the larder of the village bakery! A muffled voice was heard. Soon, they had untied and released Ollie Biscuitbarrel, the esteemed village baker.

Ollie described how the dreaded Goblin King himself stormed into the bakery just after the baker's helpers left with the cake, his goblin underlings at his side. He cast some sort of dweomer upon the cake which caused its candles to sparkle, but the helpers could not see it. Ollie dared not call for help lest the Goblin King and his bodyguards slay him. They took his keys, tied him up, and shoved him in the basement while they began to open his wares and stuff their faces. Ollie cried that all of his bakery's stores are either gone or opened and emptied.


The players began to ask questions of the baker, to get as much information as they could before they faced the dreaded Goblin King. They learned he wears a crown. The baker said that he has 4 or more bodyguards in the bakery with him. The witch decided to use her dowsing ability to locate where, in the bakery above, the Goblin King was. After locating his crown via dowsing, the baker exclaimed that the filthy king must be in the back room eating his precious baking supplies. The ranger asked, "How much would it cost, in gold, to rebuild the bakery? ...Y'know. ...if we burned it down?" He felt that might root out the Goblin King and his minions. The baker became quite distraught and nearly bawled at this.

At last, the cleric discovered amongst the acquired magic items from Rustam's birthday gifts a scroll containing the spell, "Hold Person." She said she would try to use that on the formidable Goblin King. The jester said he would take the barbarian with himself and together the pair would take out any goblins in the retail area of the bakery. The rest of the group would attack the rear of the bakery. After telling the baker to stay put, the adventurers headed up the steps which led outside to an alley. The front and back of the bakery were equidistant from this point. The jester said to count to four, then kick in the rear door while he and the dwarf struck from the front.

After their four count, boom! boom! Both the front and back doors opened. There were two goblins in the front of the store and four in the rear plus the Goblin King himself. Winning initiative, the players' side allowed the cleric to work her magic first. In seconds, the Goblin King was held magically! With their leader so incapacitated, the remaining goblins did not put up much of a fight and soon they were slain.

The Goblin King was tied up and handed over to the village authorities. The heroes helped Ollie get some supplies together so he could make a new cake. While they waited for the cake replacement, some of the villagers got together and gave the heroes reward money, as a thank you. Once the money was written on the players' character sheets, I concluded the adventure.

The kids were fantastic, quite cooperative, and wily in their use of their senses and imaginations as they tried to overcome each challenge I sent their way. I find it a bit incredible that they survived the scenario with no casualties at all, but I chalk it up to their ingenuity and cooperation.

I am hopeful this will have the result of making Swords & Wizardry fans of the five kids that do not live here, as well as their parents and families -- just like the three kids and parents that live here. Throughout this article are pictures of the group playing, decorations we set up through the house, and the themed food and drink choices. Enjoy!

Not Rustam Riverhopper

Happy gaming,
Michael

Wednesday, July 5, 2017

Swords & Wizardry Light: Session # 6

Two months after our last session (thanks to things like 8th grade finals, a 4 year-old's birthday and party, Father's Day, etc.), we finally had our next SWL session. Session 6 of "The Castle Audubon Campaign" happened tonight, after our Independence Day dinner (I cooked burgers and dogs on the grill). My wife knew I have been wanting to game (especially since our Father's Day's game was postponed by our AC conking out). So, she asked the 4 year-old if he wanted to play Swords & Wizardry with Daddy tonight. It was nice digging out the S&W Legion folder once more and picking up right where we had last left off.

My wife was going to sit this one out as she was wiped out from the heat, but then decided to join in just before our boys returned to their player characters, still adventuring within the dungeons of Castle Audubon...

First, the group found a staircase leading downstairs but opted not to follow it, as they did not want to leave the level they were on -- just like when they had found a trap door leading down in a previous session.

So they took another passage further south from there. The first room the three adventurers entered was occupied by 10 humans, who wore necklaces similar to those worn by the rascals the dwarf and magic-user had turned into the local authorities previously: a runic K. In fact, one of them wore a silver brooch in the shape of a runic K! Vomport the fighter (our 14 year-old) tried to talk to the first brigand, only for the 10 of them to wield their swords. While the fighter and dwarf entered the brigands' chamber, Carvell the Magic-User (our 4 year-old) weaved a spell prepared that morning from the doorway. In moments, all 10 men were asleep upon the ground. Swordwork made corpses of them quickly before they could awaken. The 9 necklaces and silver brooch -- along with a sack of copper coins -- were soon in the party's possession. They figured the runic K's could be used to show the townsfolk in the village of Audubon that there was something bad brewing here under the ruined castle.

The fighter, slightly wounded in an earlier fight with fire beetles, decided to risk a sip from one of the two potions the group had found previously. Sniffing the two of them, he learned the clear one smelled of almonds while the pink hued one smelled of roses. He decided to sip the latter potion. Suddenly, Vomport and all of his possessions grew until he was 3' taller (to 9'7") and weighing about 350 pounds! His head was just 5" below the ceiling of the dungeons. Feeling confident that his growth would mean being harder to kill, Vomport exhorted his mates to press on.

After that, they followed a passage and Stormstone discovered a secret door. The dwarven thief (my wife) listened at the just-discovered portal and heard a shuffling walk from within. The fighter remarked that he thought it must be a zombie. His suspicion was confirmed after he kicked the door in and the party fell on a lone zombie. It was wounded by the dwarf and the fighter, but the wizard brought it low with his dagger expertise. If our 4 year-old was older (and more egotistical), he would have been bragging after tonight's session ended, as he felled all of "the bad guys" this session.

The session was ended just before 8:15 p.m. so that the little ones could enjoy a snack before we braved the drizzle to watch our town's fireworks from our front walk.

Until next time, Happy Gaming and Happy 4th of July!
Michael



Thursday, June 1, 2017

Swords & Wizardry Light: Session # 5

I had been posting updates regarding my family's Swords & Wizardry Light (SWL) game and campaign on Google Plus and Facebook, forgetting to blog about them here. Argh.

Here's the origination story of the game, thanks to our 3 year-old. 


I shared our third and fourth sessions to Facebook via Instagram.

We have since played five times to date. The 14 year-old played in the first 3 sessions, then skipped the 4th one due to playing Destiny on the Xbox with his friends (Vomport, his fighter, was resting to heal wounds suffered during his last adventure). My wife joined the campaign in his stead, creating a dwarven thief, Anastasiya Stormstone. During their excursion, Stormstone (don't call her Anastasiya!) and my son's wizard, Carvell, captured a pair of ne'er-do-wells in the dungeons of Castle Audubon (set in The World of Greyhawk; its specific location as yet to be determined) and brought them to town. The fifth session occurred the following Saturday and -- for the first time, all three players danced into the dungeon together....

Swords & Wizardry Light Session # 5: Saturday Night Gaming Fever - Disco Zombies, 5/6/2017

With the two ruffians apprehended and turned over to the Audubon town authorities (to be fleshed out later), Carvell and Stormstone kicked Vomport out of bed and led him back to the dungeons of Castle Audubon. The trio headed straight for the remaining pair of zombies from two sessions ago.

Stormstone investigated the room as Carvell shuttered his lantern. He and Vomport waited in the darkness of the corridor nearby while Stormstone used her darkvision to peek at the zombies. One of them was lying motionless on the ground, two arrows sticking out of its body and a mark of some sort on its torso where the magic missile had hit. The other two zombies were milling about, walking in a circular pattern. One of them still had an arrow sticking from its body. Stormstone stumbled over a spent arrow as she went to leave the area. The zombies widened the perimeter of their walk but did not exit their area in pursuit.

The dwarf relayed her findings to the men and they readied to attack. She crept in the darkness past the patrol circle and readied her dagger for a backstab (not knowing undead are immune to such attacks). She yelled, "Now!" when she delivered her blow so that the men could unshutter the lantern and prepare attacks of their own. Her target soon lie motionless on the floor and the men brought down the last zombie soon after with sword and thrown dagger.

Figuring that the zombies were guarding someone or something, due to their circuit in the room, the trio found a trap door under an inch or so of dirt in a corner. After each tried to open the door, Stormstone and Vomport pulled its handle together and raised it as Carvell shone his lantern on them. He refrained from shining it down the hole, though, at Stormstone's insistence -- and shuttered it when told to do so.

Stormstone looked down the hole which descended some 20' to a smooth stone floor much like the one of the first dungeon level. Hearing no noise -- and seeing no tracks in the dirt near the door on their level, they shut the trap door. The dwarf cut her 50' rope in half and attached one end of it to the handle of the trap door. Carvell drove an iron spike into the wall just south of the trap door. The other end of the rope was tied to that. Then, Stormstone removed some of her dwarven beard hair and made makeshift dangling noisemakers by tying some of her beard jewelry (no real value, as they are colored glass) to the length of rope between the trap door and the spike in the wall. They figure now they will know if someone arises from below.

Spying an unexplored area on the southwestern part of their map, the three adventurers head there. Stormstone uses her darkvision and sneakiness to scout ahead. Carvell and Vomport remain outside the large chamber they find, in darkness as before. Stormstone confirms that the glowing lights they saw from down the corridor was from two fire beetles. The trio moves inside, lights up, and vanquishes the insects quickly. After removing the glands from their prey, they look around the room and find some copper pieces in a deteriorated sack and a pair of phials: one containing clear light blue liquid and the other with clear greenish liquid.

Here, the game is stopped for the night, as our boys were up past their bedtime. We look forward to playing more Swords & Wizardry Light soon!

If you would like to check out Swords & Wizardry Light for yourself, you can follow the very first link of this blog, above. Tenkar's Tavern, the blog of the game's creator (Erik Tenkar), is the destination for the original files. They can also be found at his publisher's site, Frog God Games. Finally, should you so desire, tell people of your experience of SWL and/or join in the discussion of its Facebook page, The Swords & Wizardry Legion, and tell Mike B. that I sent you. SWL is being shipped in packet form to whomever would like one in order to spread its fun to gamers everywhere, thanks to Erik and the fine folks at Frog God Games.