Bone Blade: A Creature Entry for The Grand Original Map Contest

This creature entry for The Grand Original Map Contest at Tenkar’s Tavern belongs to the Dwarven Fortress map and is designed for the Dungeon Crawl Classics game. Dave Przybyla wrote the text and Brian Dunn provided the illustration. One possible encounter with the bone blade is described in the short narrative below.

Bone Blade

Bone Blade

We slogged into the ruins of Koussane at dusk, bone tired. We pitched our tent in the corner of two broken walls. It was a quiet night, almost too quiet, but who knew what to expect? It was our first day out.

Toumakis woke us on his watch. He’d heard some noises out past a collapsed house. Didn’t take long before the rest of us heard them, too. Weird high-pitched voices that made my hair stand on end. I felt like someone had put a blade in my ear and was jabbing the back of my eyeballs.

We fanned out along the wall, knowing we’d see them if they came at us. The moon was pretty bright. But the voices never got any closer, so we stayed put instead of stumbling around in the dark. After a while the voices were gone.

The next morning we headed toward the dwarven fortress at the center of the city. As far as we knew, no one had ever explored much of the place, and we were expecting to leave with our packs full of gold and gems, or at least a good dwarven axe or warhammer.

We closed in on the gatehouse. Toumakis had point. There was a lot of rubble, so he took his time. Then we heard those voices again, coming from the back of the gatehouse. We all froze.

One of them came bobbing out from behind a wall, I swear to you, like a freaking potato on stilts. Four legs and four arms. It was so ridiculous I almost laughed. The creature was talking to another one further back, bouncing up and down, waving those arms all over the place. Well, by now you’d better believe we all had our weapons ready.

It said, “Ooo, explorers. We explore too. We not hurt you. We want to talk. Watch for pit. You stay at our camp? We share food.”

A second one walked up. It was holding a dwarven axe with some gems embedded in the handle near the blade. “I found axe!” it said, bouncing up and down like it was excited. Then it saw Toumakis. “Ooo, a dwarf! Very tasty!”

That didn’t sit too well with Toumakis. Well, things went downhill from there.

—Story told by the fighter Sinclair Thorne at the Timid Captain Tavern.

Bone blade: Init +4; Atk arm +4 melee (1d6+1); AC 18; HD 4d8+4; MV 40’; Act 4d20; SV Fort +3, Ref +6, Will +4; AL C.

Bone blades are odd creatures about the height of a man. Four bone legs support a bulbous brown torso about three feet in diameter. Four bone arms extend from the torso; two of the arms end in pincers, two end in sword-like blades. Four eyes are spaced around the torso, and atop the torso is a large, tooth-filled maw. The torso bobs as the bone blade walks, the eyes constantly blink, and the arms fold and unfold. Bone blades speak in a grating, high pitched voice that can set a listener’s hair on end.

Due to the extreme flexibility of its many jointed limbs, the bone blade can attack an opponent with all four arms each round. The sword arms slice the bone blade’s prey into bits and the pincer arms lift the flesh to the mouth. Bone blades prefer humanoid meat, and consider dwarf a delicacy.

Bone blades inhabit the broken lands once ruled by fallen empires, lost races, and supernatural beings. They are curious creatures that love to explore ruins in an insatiable search for knowledge. Bone blades typically travel in groups of four to eight that live in a ruin while performing a methodical investigation. Obsessively careful and meticulous, bone blades will spends months searching every nook and cranny.

Most bone blades know the Common tongue, as well as a few additional languages that aid in their searches. Many bone blades are the equivalent of sages in such subjects as history, geography, archaeology, logic, and architecture.

Bone blades eagerly approach adventurers, hoping to trade information about what they have seen and done. They will talk endlessly, debating point after point. Interspersed with serious discussions of ruins will be passing comments about appetizing adventurers, especially dwarves. Yet, despite all the talk, bone blades seldom attack unless strongly provoked. They will often plead for their lives if assaulted by strong foes.

The same qualities that make bone blades good explorers are valued by some supernatural beings. Bone blades are not very brave, and are easily coerced into the service of a powerful master.

The bladed arms of the bone blade can be fashioned into short swords. Because the blades were once part of a sapient creature, they may produce unpredictable effects if used as the basis for a magical weapons.

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A Slow Time for White Haired Man

This is a slow time for White Haired Man. My partner is completing his degree in Graphic Design and has substantial family responsibilities that limit the time he can spend on White Haired Man projects. Hopefully, he can devote more time to White Haired Man later in 2013.

Since White Haired Man is a two man operation, we cannot reasonably expect to finish projects when one of us is not available. So, White Haired Man should be considered on hiatus for at least the next few months. After that, we’ll reassess our situation and decide how to best continue.

In the meantime, I am working on some freelance adventure projects for other companies. If any of these are released, I’ll post about it here.

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Kith’takharos Campaign 38-39-40

Read all the Kith’takharos Campaign session recaps here.

Kith’takharos slowly recovers from the poacher attack. Those who fell will not be soon forgotten. All of Kith’takharos attends the funerals, especially the moving service for Koran Thelig, where a burning skiff holding his body is pushed out onto the Big Water.

Dorian Orsova survived, as did Xanthus Bome. Patch was deactivated and Zzhastor Brune does not know whether the construct can be revived.

Despite the sorrow, Kith’takharos experiences a singular peace. The poachers are no longer a threat and the Swamp Man tribes remain subdued under the leadership of the surviving Harlass Orn. Perhaps the Swamp no longer needs heroes. The group discusses how they will track down Jory Strong’s sister; Huygens Tierney once claimed that she is being held by elves in the Eastern Frontier.

A few days after Tierney’s assault, Lady Salmissra invites the group for a private dinner in Kith’takharos Keep. She explains that Christophe Moreau’s parents died when he was a child; his father was executed as a poacher although the boy’s mother insisted her husband had been wrongly accused. Lady Salmissra’s mother looked after Christophe, sending him to Port Lissup for an education, and the lad never gave any indication that he might harbor ill feelings toward Kith’takharos. Who could have predicted such a confluence of talent and malevolence?

In appreciation of their deeds, Lady Salmissra offers each member of the group a boon. If there is something they desire that is within her power to grant, they need but ask. Ironbeard requests an aetherogenic pocket. Jory asks for a position with the Order of the Jade Leaf. Gabrielle wants a pardon for the poacher Travan; she will use this as leverage to gain additional information about Jory’s sister. Bron hints that Lady Salmissra might have something in particular to offer, although he is willing to accept magical augmentation of his healing abilities. Cheyl does not attend the dinner.

Meryl Dunestal puts out feelers for Travan. Within a week one of the few surviving poachers comes to town and sets up a meeting with Travan north of Kith’takharos. The poacher leader tells all he knows of Elizabeth Strong in return for the pardon. He also sells Ironbeard the magical item that allowed him to jump from the Teleportation Tower and survive.

The group prepares for a journey to the Eastern Frontier. Meryl offers a ride on Transit Guild skiffs to a Transit Guild riverboat heading to Port Lissup. At Port Lissup they are directed to Captain Joseph Crane, who owns a paddle wheel boat named Jak’s Surprise. Crane makes regular trips to the Trading Post at the edge of the frontier.

Captain Crane recognizes Jory. Before moving to Kith’takharos with his late sister Sasha, Jory fought bare-knuckle boxing matches on riverboats. Crane offers free passage to the Trading Post if Jory will come out of retirement for one more fight; Jory has such a reputation that the fight will bring in a lot of money for Crane. Jory agrees, but Cheyl and Ironbeard also want to fight.

The fights take place on the second day of a three day journey. In the first match, Cheyl faces off against Arlene the Amazon and defeats her after a three round see-saw battle. Next, Ironbeard goes up against Talan the Swamp Man. Ironbeard had conspired with a shady gambler to throw the bout, and took a drug that would render him unconscious sometime after the first round; Talan brutalizes him before the drug can take effect. In the marquee match, Jory fights the huge Skullcrusher. Yet Jory lands a stunning blow and knocks out his massive foe in the first few seconds of the first round.

Jak’s Surprise docks at the Trading Post the next day. The small wooden fort has been built on a small lake, within the shadow of a two hundred foot tall cliff bisected by a thundering waterfall. The land above the cliff is known as the Eastern Frontier. The group meets many people at the Trading Post, including its most prominent citizen, Hammerhead Jak Vogron. They learn that there is indeed an elven village in the frontier, and that the elves are generally not friendly.

The group needs a guide to reach the eleven village. The merchant Gimpy Strothers agrees to supply a guide for a price. The guide will lead them to the Grandfather Tree, the largest tree on the frontier and roughly the halfway point between the Trading Post and the elven village. The tree is rumored to be magical and sacred to the elves. After that, travel is just too dangerous for any amount of pay.

Gimpy ferries the group across the lake on a raft, and they climb a stone stairway to the top of the cliff. Their young guide Arthur leads them into the dense forest. For the next two days they subsist on game and wild plants harvested by Arthur. On the third day, Ironbeard grows uneasy, feeling that Arthur is not heading in quite the right direction. The dwarf climbs a tree to prove his point.

After some harsh questioning, Arthur breaks down and claims that a elf girl told him the group would come to the Trading Post, but that he did not intentionally lead them astray. The elf resembles their former comrade Mala, who was possessed by the Veilwalker Dreamseeker many months ago. It also seems clear that the Dreamseeker influenced Arthur to divert the group from their true goal and that the lad is not at fault. He is eventually set free and the group continues alone.

Late on the third day they reach the Grandfather Tree, which has a trunk at least twenty feet in diameter and a height of over four hundred feet. A voice calls out from the forest, and proclaims itself the elf war leader Kyquin. He makes it plain that the group is surrounded and should carefully consider their next actions.

Perhaps surprising given the group’s violent past, they assume a conciliatory posture and talk peaceably with Kyquin. Once the elf learns of their mission, he readily agrees to take them to Jory’s sister. It has been a long time since Kyquin met outsiders who had no interest in desecrating sacred sites and appropriating elven treasures.

Kyquin moves deeper into elven lands, following no obvious trail yet clearly aware of his position at all times. Within a few hours he stops at a ring of seven large trees. Kyquin directs Jory to step into the ring. Soon Jory hears a whispering wind speaking in his sister’s voice and he learns the tale of Elizabeth’s “death”. She was exploring a place called Mersah Matruh with her husband and other companions; the others died and she fled with her injured husband, half carrying him into elven lands. He died, and she eventually succumbed to insidious magical injuries. The only choice for life was to infuse her spirit into the magical trees.

While Jory feels a great sadness, he is also happy to know that his sister’s spirit lives. It seems that his concern for his sister has impressed Kyquin. Perhaps the group has found an ally.

I originally intended this to be the last session of the campaign. In fact, it would be only the second campaign in thirty years as a GM that I could actually consider completed. But the players have an interest in learning about Mersah Matruh. We will take a few months off Kith’takharos to pursue other campaigns as other group members take over the GM duties. At that time, this may no longer be the Kith’takharos Campaign, but the Eastern Frontier Campaign.

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Kith’takharos Campaign 36-37

Read all the Kith’takharos Campaign session recaps here.

A few weeks ago, one of the players dropped out of the group for personal reasons. The character he was playing at that time, the healer Fiona, became an NPC and subsequently died fighting the Veilwalker Dreamseeker in Tarass Shar Orn. This session we added a new player and his character, the dwarf warrior Ironbeard.

Xanthus Bome immediately gathers a force of about fifty militia, a large complement for a village the size of Kith’takharos. The group will scout ahead as Bome’s command nears the Teleportation Tower. Bome introduces them to Ironbeard, a proven dwarf warrior that will assist in the scouting.

The journey takes about a day of continuous poling in Jade Leaf skiffs. A mile from the tower, Bome halts the advance while the group ranges ahead. From the ground, the tower seems undefended, and the group suspects that they may have been tricked. Still, they enter through the front door and search each room as they ascend. The tower shows evidence of habitation, but no people until they reach the hatch leading to the roof.

About a dozen poachers hold a position on the roof, led by the pesky Travan, who has troubled the group numerous times in the past. After a short, sharp fight, the poachers are defeated and Travan escapes by jumping off the roof. They find Yavanna tied to a wheeled chair. Information gathered from Yavanna and a captured poacher suggests that Yavanna’s assistant, Christophe Moreau, must actually be Huygens Tierney! No one saw this coming, and it is now obvious how Tierney knew so much about Jade Leaf operations.

The group sets off a flare and meets Bome at the base of the tower. Bron still has the magical summoning ring Zzhastor Brune gave him, and he uses this to signal Brune. Bome accompanies the group when Brune teleports them all back to Kith’takharos.

They appear in Niki Ocnita’s shop, The Tipped Cup, where Brune is conversing with the construct Patch. Smoke is rising from the direction of the Jade Leaf Keep and they can hear the faint sounds of fighting from Kith’takharos Keep. Brune and Patch accompany the group as they rush toward Kith’takharos Keep.

A number of Jade Leaf and poacher corpses are scattered near the keep’s entrance, and the group comes under attack once they enter the courtyard. They brush aside the poachers and enter the main building. The clash of arms sound from the audience chamber, and they find Huygens Tierney and a number of poachers dispatching the last defenders protecting Lady Salmissra. Dorian Orsova lay face down in a pool of blood. Koran Thelig throws himself in front of Lady Salmissra and is struck down by Huygens Tierney/Christophe Moreau. No one remains to save Lady Salmissra save the group.

Tierney has arcane abilities that no one expected and is protected by powerful magic. He summons creatures to fight for him and enjoys taunting the group. Bome goes down, and then Patch. Bron manages to keep the group on its feet, but barely. Finally, a losing Tierney attempts to kill Lady Salmissra as his last act. Cheyl brings him down before the fatal blow can be struck and the battle is over. Once more, Kith’takharos has been saved.

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Kith’takharos Campaign 35

Read all the Kith’takharos Campaign session recaps here.

With the giant reptile dead, exploration of Nhamah continues. The group searches a number of rooms and corridors. A crystal sphere Gabrielle retrieves from one room explodes, causing minor injuries. In another room they find a two-foot diameter silver wheel with spokes fashioned as intertwined snakes; Bron realizes the value of the item and rolls this down the hallway.

Finally, they reach another metal gate that blocks the corridor. On the other side of the gate

a youngish man wears plate armor with no helm. He has black hair and holds a sword in each hand. His eyes watch you from an expressionless face. At his right, a greenish-gray mound shaped like a rough pyramid rises to shoulder height. Bumps and bulges jut from the pyramid’s surface.

The man says nothing and does not move, giving you a few seconds to examine the pyramid. Understanding comes quickly. The pyramid is composed of mummified Swamp Man corpses, elaborately intertwined into a geometric shape.

This man explains that his master does not wish the group to pass, and so he will kill them if they try. It is clear that this is not a man at all, but a Veilwalker construct. After a short and fruitless discussion, the battle begins.

Gabrielle conjures an Ogre that bashes down the gate. She summons another construct to surround the Black Haired Man. Chayl and Jory also move to engage. Bron hangs back, ready to heal when necessary.

Soon everyone realizes that the Veilwalker construct has the ability to back up its boasts. Its extraordinarily tough skin deflects almost all blows. It attacks with great sweeps of its swords that threaten all nearby foes. It shrugs off a wound that might fell a powerful warrior and incapacitates both Chayl and Jory. Bron rushes forward and pulls Chayl back, barely surviving a brutal counterattack.

At that moment, the battle seems lost. Three out of four group members are grievously injured and two of those are out of the fight. Yet somehow the construct doesn’t finish them off. Gabrielle expends the last of her magical resources summoning three more constructs of her own. Bron manages to get Chayl back on her feet. The Black Haired Man fights on, but is now hard-pressed and struggling to survive. Finally, Bron pitches in with a well-placed arrow shot and it goes down, inert and unmoving.

They search nearby rooms and find the Aether Bind. Bron uses his magical ring and Zzhastor Brune teleports them back to Kith’takharos Keep. He immediately activates the Aether Bind. Then Lady Salmissra arrives and tells them that poachers have kidnapped Yavanna Culand and her assistant Christophe Moreau. The poachers have taken them to a heavily defended Teleportation Tower.

The group immediately volunteers to scout for the force that will be sent to rescue the archaeologists.

The group had an extremely tough fight against the Black Haired Man. In my opinion, three main factors contributed to the construct’s near victory.

  • The construct had a link with its Veilwalker master that allowed it to share its master’s power. In Savage Worlds terms, it could apply an extra d6 to any Trait, Skill, or damage roll. Fortunately for the characters, use of this power was limited.
  • I had a hot streak with the dice. One round the construct drew a Joker for initiative, used Improved Sweep, and caused four Wounds to two different characters. That came close to ending things right there.
  • Even though they talked with the construct for a bit before initiating hostilities, the characters rushed into battle without sufficient preparation. Had Gabrielle summoned more creatures at the start of the fight, the group might have fared better.

But, as often seems to happen in RPG fights, the characters made adjustments during the battle that helped turn things around. Bron also made some gutsy moves, as when he pulled Chayl out of the battle. He took two Wounds for that effort and could have been killed.

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