Friday, May 08, 2026

Lands of Cantona - Session 5

Last Sunday we had another session of my Lands of Cantona campaign with my son and nephews as players (wife couldn't play this time), set in Greyhawk and using the Labyrinth Lord rules. 

After the happenings at the "Red Rapier" tavern the day before, the group went back the next day to the place to try find more clues about the Syndicate and a bandit named Rollo, that was involved in the ambush they suffered on their way to Cantona. To their dismay they found the place closed with nobody answering their calls. Ragnar, the elf fighter, asked a couple of beggars if they knew about another Syndicate hideout or someone named Rollo. At first they denied, but after some silver coins they recalled someone with that name saying he was going West. When Larry, the human fighter, showed some gold coins pushing for more information, more beggars appeared surrounding the trio and asking for coins. Seeing this, Tak, the human cleric of Trithereon, tossed away some silver coins and the beggars went after them, leaving them alone. Late that day Ragnar noticed he was missing a dagger.

With not more clues to follow in Cantona they decided to go back West to the village of Baz, where they suspected of Arim, the moneychanger being the one responsible for the attack on them, even though the message they found on the ambush leader was signed by "D". Anyway, after 3 days of travel without incidents they arrived at Baz at late afternoon. Both the trading post and moneychanger were closed so they went directly to the "Dice and Raven Inn" to get a meal and a room. Ragnar bought drinks for all the patrons, about a dozen of them, and asked for someone to tell a story. A man told them about the disappearance of Arn, a local forester, and his family, wife and two kids. 

The next day they decided do go back to the Castle of the Mad Archmage ruins. They explored the NW part of the courtyard where several former stables were near one of the towers. Larry explored the tower navigating the unstable wooden stairs up. His luck ran out when he reached the second level and the floorboards gave in. He plummeted down but miraculously managed to grab a beam at the last moment and only end with a twisted ankle when he lowered himself to the ground. There was also a spiral staircase going down but they didn't explore it. In one of the stables they found the standing skeleton of a horse, that fell when touched. In another strange noises sounded when they entered but there was no one there. They searched the area inside out, with Cesar casting Detect Magic but nothing showed. At last Tak suggested it could be something of spiritual nature, so they built an ouija board with wood, horse bones and an oil Larry had, distilled from some silvery fungus he found in an abandoned tower (check the first session here). The message they received was that there has been a murder there. 

After that they investigated a patch of very tall grass, not like the rest of the courtyard that was sparse soil. Ragnar ran into it and was tripped by the grass, hit his head hard into the ground and fell unconcious. Larry treaded carefully cutting the grass and freeing Ragnar. Then they turned their atention to the NE part of the upper ruins where two doors could be seen from the courtyard, a great ironwood door and a lesser oaken one. They chose the latter that, to their surprise, was opened by the spirit of a doorman that bowed to their entrance. The group tried to talk to him but it was unresponsive, so they tried the ouija board which was a total success. they explored the place finding an old armory with a few rusty weapons, a room with a flight of stairs down (which they didn't explore), a hall with long tables and benches (Ragnar was attacked by a giant tick here, but he killed with one blow), a narrow hall with arrowslits and a hall (where the great ironwood door led into) decoreated with old tattered banners. 

They continued exploring to the South through a thick oaken door that could be barred from their side. It led to a short corridor that ended in a similar door that was shut. They proceeded to hack it with an axe making a lot of noise. When they finally opened it a group of bandits was waiting for them! They tried to parley but they reconized the elf and the druid and attacked them. The fght ended with the bandits dead and the group somewhat wounded.

The session ended with the sounds of more bandits approaching...

The party fight bandits in the Castle of the Mad Archmage


Sunday, April 26, 2026

Why I’m Testing Archivist AI

Archivist AI

After 20+ sessions as a player in a campaign that’s used Archivist AI since day one, I’ve seen firsthand how it transforms a long-term game. Now, I'm two sessions into a DM test run for a separate campaign to see the magic from behind the screen.

The core features I appreciate the most are:

        • Automatic recaps and timelines
        • The compendium for characters, items, locations and factions
        • The "ask the Archivist" chatbot integrated to Discord
        • Cast analysis showing the talk pace during sessions 
As a player, it helps I can focus entirely on roleplay without worrying if I missed a lore detail in my personal notes. As a DM, it help on session prep saving time and the "Session Handouts" it generates provides all the information for any player that missed the session. 

If you’re running a lore-heavy campaign or just want to spend less time transcribing and more time playing, it’s worth the trial.

Tuesday, April 07, 2026

Castle of the Mad Archmage: Vaulted Halls of Night


A new level of the Castle of the Mad Archmage by BRW Games is live on Backerkit and it's part of MEGA DUNGEON MONTH that runs from Aprith 7th to May 1st, 2026. It has two pledge levels: digital only ($4.95) and print+digital ($3.50). I backed it with the digital only. 

Thursday, March 12, 2026

Greyhawk Journal 2

 Greyhawk Journal 2

A new installment of the Greyhawk Journal by the "Pages of the Grey Grimoire" crew is available to download for free. You can also check Lord Gosumba's Legends & Lore #334 where he, along with Anna B. Meyer, Mike Bridges and Samuel Weiss (editor in chief of the journal), discuss in detail the various articles in this issue.

Thursday, March 05, 2026

Lands of Cantona - Session 4

The Dice & Raven Inn

Last session our heroes (Ragnar the elven fighter, Larry the human fighter, Tak the human cleric of Trithereon and Cesar the human druid) were in the village of Baz planning to go to the walled port town of Cantona to sell their newfound stash of old coins. They rested at "The Dice & Raven Inn" before starting a 3-day walk from the fringes of the Welkwood Forest to the coast of the Wooly Bay. 

Unbeknownst to them, "Snarl" Davos, the owner of the villages' trading post sent a pigeon with a message to his accomplices at a bandit camp near the fork to Beachcourt on the road to Cantona. 

On the second day of travel, when the party, along with two men-at-arms and two torchbearers (these last two carrying the chest with the coins), reached that point, the alerted group of bandits sprung the ambush. Two archers and a crossbowman peppered them from higher gourd on the sides, while four footmen with sword and shield charged supported by a mounted bandit with spear and shield. All this happened commanded by a mounted bandit leader from the rear. 

While Ragnar charged past the footmen to attack the leader, Cesar cast Entangle on the archers disabling them for the rest of the fight, and Larry, Tak and the men-at-arms faced the footmen. One of the men-at-arms fell, but so did a couple of bandits. Cesar the cast Faerie Fire on the remaining attackers. Meanwhile Ragnar had to sacrifice his shield pierced by a spear strike that  otherwise would have ended him, and continued fighting holding his elven sword two-handed. 

Mortally wounded the leader tried to escape but was killed by Ragnar. At the same time two more bandit fell and the remaining mounted bandit turned his horse and fled, and so did the crossbowmen. Since most of the party members were wounded they decided not to pursue the survivors. They bind their wounds the best they could, with Tak casting Cure Light Wounds on the elf who was hurt worse. The entangled archers were captured and tied down, and they buried the fallen men-at-arms. Also Cesar went after the spooked bandit leader mount and cast Animal Friendship on it. They gathered all the armors (6 leather, 1 chainmail, 5 shields) and weapons (5 longswords, 2 short bows, 18 arrows, 1 spear), and also a signet ring and a note from the bandit leader. 

"The Druid and the Elf have the Arn gold. They drag it in a metal box. Intercept at the fork. — D."

Cesar cast Detect Magic on the lot and determined the bandit leader longsword, the only one with a gem adorning the hilt, had a aura. With that, they looked for a suitable place to camp and spend the night. The prisoners were interrogated separately and, after being threatened with duress, one declared he was new and knew nothing and the other "spilled the beans". The latter told them the leader received a pigeon on their camp in the woods and informed them to prepare to set up an ambush. He also gave up the name of the horsed bandit that escaped (Rollo). They discussed about the fate of the prisoners and finally decided to turn them to the authorities of Cantona. That night, the party's camp was attacked by a giant spider and I randomly rolled who it will attack: it snatched away the tied up prisoners! 

Equipping the character
The next day they arrived at Cantona. At the gates the watchmen asked their business in town, a scribe
wrote down their names and collected the entry toll for people and mounts. They asked directions for a moneychanger and went there to sell the chest of coins. After selling the coins Tak and Cesar, along with the men-at-arms and torchbearers went to secure lodgings at "The Giant Clam", while Ragnar and Larry went to the town's market, one to sell the loot (the bandits' weapons and armors) and the other to sell his magical potion. 

To my amazement, Larry's approach was to shout to the four winds "I have a magical potion to sell!". Almost immediately three "customers" showed up interested. They warned him he couldn't be selling things without a permit from the guild and, if he accompanied them, they would gladly sort it out for him for just a 10 gp fee. He made a counter offer of giving 3 gp each to forget everything and let him be, but they pushed it. They told him to surrender the potion to them and they will split the earnings with him. When he refused one of the thieves proceeded to successfully pick pocket the potion (I rolled 05%!). The robbers then ran each in a different direction and Larry chased after one, managed to grab it by the collar, only to end up with a cloak in his hands. Frustrated, he just waited for the Watch to show up and went to their HQ to give a description of the robbers. While he was waiting, a satisfied Ragnar returned after managing to secure a brand new armor, a plate mail. 

After Larry left with the Watch, Ragnar made some inquires around the market to see if anyone had seen anything. A beggar pleading "A coin for a veteran of the wars!" caught his eye and he asked him about the robbery. "Ah yes, they belong to the Syndicate..." said the beggar after securing some coins from the elf, who pressed for more information on where to find it. More coins changed hands and the beggar delivered "Look for any place with an inverted V over a line (the same symbol the signet ring had!) discretely engraved on the door jamb...". After asking for a precise place and some more coins, he came with the name of "The Red Rapier", a tavern on South of town. With that information he went back to the "The Giant Clam" to relay what happened to Tak and Cesar, and wait for Larry.

On his way back from the Watch HQ, Larry lost his way and got distracted by a lady of the night, just enough for a thief to get behind him and try to knock him out with a sap. Too bad for the thief that failed his move silently check and Larry swiftly managed to attack him (my nephew rolled a natural 20!). I ruled that he chopped the poor's guy hand clean off. The screams of the wounded thief and the street walker alerted the hood. Soon enough Larry was running for his life chased by an angry mob. Luckily he managed to get back to his friends unharmed. Over a dinner the group decided to check "The Red Rapier" the following day.

A seedy tavern...
The tavern was a seedy and shady place with few patrons, a couple chatting over their drinks, one drunkard slumped over a table full of empty mugs, a lonely man smoking a pipe and the bartender. Ragnar, wearing the signet ring went sat at the bar while Larry, Tak and Cesar took a table. The bartender served Ragnar and noticed the ring, the went to serve the table. While pouring the drinks for them he asked Ragnar "Is the tower still standing?". The elf was caught off guard by the question and just replied "Unfortunately not anymore." and the bartender knew he was not a Syndicate member. He casually adjusted a torch sconce and went about his business. The elf found that odd and started asking questions about it, but the bartender just dodged them. Things got heated as Ragnar started demanding answers and got none. The bartender headed for the kitchen followed by the elf. One of the patrons darted for the door while the other two stood up. Cesar went for the fleeing one hitting him on the back of his head. The guy stumbled out of the tavern. The guy that was smoking threw darts on Cesar, Tak and Larry. They all got hit, but only Larry slumped on the floor asleep. The remaining patron, short sword in hand, closed on Ragnar from behind while he knocked the bartender out. The cook moved to attack the elf with a meat cleaver. Cesar caught the stumbling guy outside and helped him back into the tavern as if he was too drunk. Once inside he closed the door. Meanwhile, Tak got stabbed by his attacker and Ragnar exchanged blows with his' killing the cook. Cesar and Tak, despite being both wounded, managed to take down the remaining attacker. They then woke up Larry and rounded up the bartender and the fleeing one, from which they got some answers before the Watch arrived.
  • The question the bartender asked was a safe phrase between the Syndicate members.
  • "Over the waves" was the expected answer.
  • The torch sconce position was a signal if the place was secure or not.
  • A guy named Rollo (the one that escaped at the ambush site) came a few days ago "to gather some muscle for a job"

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