Black Spaghetti Hack Session 05: Bolli Bentpot’s Bistro
After the tollhouse battle…
The party spends the night with the mercenaries, and it’s a chance to divulge some regional lore. In this case it’s a mercenary singing a song about a witch who lives in the marshes to the south east and has a tendency to turn unpleasant trespassers into animals. Meanwhile, Toad-Faced Larry and his crew continue to give the stink-eye to the party.
Morning comes and people split up. The party joins the group heading to the nearby city of San Spotello. This includes another malebranche who tries to strike up a friendship with Ha’Des. The two get along fine, but split up when they reach San Spotello. That town is divided between Swansickle and Emperor Joe forces with a lot of brawls, but so far no battles fought in the streets. They also learn Count Chico managed to survive his house explosion, and they also start to hear tales of great rivers of rats moving across the countryside.
The party’s in town to find a chef named Bolli Bentpot who owns a bistro. They hire a tout to guide them, and before long they reach Bolli’s place. The party sits down in the dining area, but gathers that Bolli and his chefs are busy prepping for some function. Nicolo and Ha’Des distract the host and learn Bolli is prepping for the wedding feast of Don Danny’s daughter. (Don Danny being a local crime lord.) Don Hector takes a chance and heads to the back to try and find Bolli. Bolli’s easy enough to find. He’s working on a wedding cake. Don Hector starts asking where San Basel was located. Bolli’s about to tell, when there’s a commotion back in the front of the house.
One of the other customers has revealed themselves to be a former cafe owner driven out of business by Bolli and now he’s going to have his revenge. He’s gotten his hands on a fairy stone, and with this he unleashes a magic storm in this cafe. This of course makes all the plates assemble into cutlery golems and all the food in the place come alive. This includes the wedding cake Bolli’s working on.
Nicolo and Ha’Des do their best to keep the cutlery golems at bay, while Don Hector dodges evil cupcakes and the monstrous cake to grab Bolli and drag him from the bistro. The cakes and foodstuff follow, collecting more food stuffs now from surrounding houses. It grows into a giant blob and starts spewing cutlery and sausages as a breath weapon. Nicolo and Ha’Des harass the thing from the rear, but they never get too close since neither of them wants to get cake splattered and have to do laundry.
Don Hector drags Bolli to a guard tower. The guards ain’t happy to see them, but can’t do anything because soon the food golem’s in the place attacking. Don Hector and Bolli flee higher up the tower. The cake monster starts climbing the side. Don Hector and Bolli reach the top of the tower and have no where left to go. Don Hector tries to drop some rocks on the monster, but does minimal damage. The creature reaches the top of the tower. Nico and Ha’Des watch from the bottom of the tower. Don Hector looks around and sees a full water cistern in an alley below. He grabs Bolli and leaps off the tower. The creature leaps off too.
Death saves and Dex checks get made.
Don Hector and Ha’des pass. Bolli, Cake Beast, and Nico fail.
SPLAT
Ha’Des and Don Hector see if it’s possible to revive Bolli or Nico. Fortunately, both manage to recover. Bolli tells the party San Basel was located across the river to the north west. He also tells them that Don Danny won’t be happy to hear how they ruined his daughter’s wedding cake. The party decides it best to leave town, battered and filthy as they are. They grab food and clean outfits in the market but don’t even pause to change.
Night starts to fall.
Now all they need to decide is how they’re going to get across the river.
- This whole adventure was inspired by the polenta golem in illustration in the Brancalonia main book.
Black Spaghetti Hack Session 04: Tollhouse Battle
And we’re back to it…
When last we left our knaves they had just learned the whereabouts of a great treasure and fled town ahead of a nobleman’s wrath. Their plan’s to find a chef who can tell them where the village with the treasure’s located. The party has the village name, but not it’s location. They also know the village was famous for its wine, hence a chef being the one likely to recognize the name.
I gave them three options of chefs and they headed towards the middlemost one. As they set out they gossiped with some farmers and learned some current events.
- Count Chico’s house blew up with Count Chico in it. (The party figured as much.)
- There are soldiers on the road ahead.
- The soldiers could be avoided by going over a hill, but a witch lives on the hill and is not always nice to strangers. Or the party could avoid the soldiers by cutting through a marsh, but that would bring them close to a reclusive family of
possible cannibalssausage makers.
(My rule of thumb’s been to give three options at each point, and while they’re not all combat, I try to make them all interesting and eventful. But, yeah, this whole give the party three options, then detail the one they choose thing is my loop for GM prep.)
The party opted to try and bluff their way past the soldiers and continued down the road.
They find a discarded pack near a sign post and Nicolo’s ambush sense starts tingling. The party approaches the pack with caution, and it opens to reveal a marionette with a crossbow. Other crossbow bearing mercenaries appear, including Toad-Faced Larry and his crew. The party tries to bluff, but learns they won’t be able to move farther south anyways because there’s a battle brewing for a toll house a short ways to the south. The marionette recruits them to his force and away they all march with Toad-faced Larry asking why the party wanted to talk to Gwardo Iznardo so bad. The party ignores his questions.
At the tollhouse, they see the Swansickles have mustered their own force, and Nicolo notices Tall Hat among some knights on the opposite side. There’s a small stream and bridge with the toll house across the bridge. The objective of the battle is to claim and hold the toll house.
(I ratcheted up the farcical nature of Renaissance warfare and make the military battles more drunken football matches than actual warfare. At least at first, later things change… but the party doesn’t know how or why yet.)
Battlelines form. A horn blows. The battle begins!
The enemy knights charge. Arrows fly. A band of brawl monks charges the knights. The bridge gets blocked by bodies. Don Hector leaps into the ditch to ford the stream. The dice hate him and he face plants. Ha’Des and Nicolo use their flame throwing abilities to good effect. The knights are routed and flee, Tall Hat with them. Nicolo curses. Don Hector makes it across the river. Ha’Des burns more things and pins down the enemy archers. Don Hector reaches the toll house. Ha’Des sees an opening on the bridge and sprints across. Nicolo takes cover and starts prepping his sleep box. Don Hector and Ha’Des defeat the enemy troops in the house. Nicolo’s box puts a large number of combatants to sleep.
The battle ends. The party’s side has won!
The party decides to spend the night with the mercenaries in the tollhouse. The party also bathes in the river, and I think this was when we developed soap landlordism with Ha’Des (I think) renting their soap to the others.
During the night, the party keeps ignoring Toad-face Larry, but gets more intel about the region.
- An old smuggler’s road crosses the river a few days north, but the woods around it are home to a band of ogres.
- In the south, the witches seem to be having some dispute over whether they should take part in the war.
The monks and the knights hate each other because the knights took over the monks’ monastery. - All around San Uzzano the armies are skirmishing, but the party should be able to make San Spotillo (the town with the chef they’re looking for) without a problem.
So, in the morning, that’s exactly what the party decides to do.
BLACK HACK BRANCALONIA
Our current Monster of the Week game will be ending this January (when more serious professorship resumes for the GM). This means I’ll likely be back in the GM’s seat sometime early next year. So I’ve been prepping a new campaign. This one will be a Brancalonia game except I don’t actually think Brancalonia is a good fit for 5E D&D.
In a game of down and out grubby adventurers nothing should have over 50HP. The brawling rules are neat, but maybe not necessary when characters are lower powered. For now I’ve decided to use Black Sword Hack/Fleaux! as my rule set. My prep’s mostly been just making a list of backgrounds, NPCs, and random tables for the setting. The heavy lifting will reside mostly in capturing the right flavor.
The idea’s to run a Good, the Bad, the Ugly campaign. The players will learn of some great treasure in adventure one and have to cross the map to get to it. Along the way shenanigans will occur. The goal’s to have it last between 5-10 sessions. I might even allow a bit of PvP at the end, so we can have a good old fashioned 3-way stand-off.
I’ll post details as it unfolds. If folks want the prep documents, let me know and I’ll put together a free PDF to download from my itch page.
More to follow.
Atalante’s Portable Megadungeon
Here’s a write-up of the greatest magic item of all time: Atalante’s Portable Megadungeon.
Knights check in, but they don’t check out!
And yes, it’s based on the Knight Hotel from Orlando Furioso.
If you want all this in a PDF version, you can find one free here on my itch page.
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Atalante’s Portable Megadungeon is a large, roughly rectangular carved stone.
- The Stone: The stone is portable, but heavy, as large as a thick tome. It is a bulky item. When placed on the ground outdoors and the command word is spoken, the stone’s spirit instantly creates an illusory megadungeon.
- Megadungeon Appearance: The megadungeon’s exterior appears as an ancient imposing fortress. The gate is open and unguarded. The megadungeon’s interior is an endless array of rooms, corridors, halls, towers, and courtyards that unfold before its unwitting prisoners.
- Illusion of Heart’s Desire: The stone’s spirit can discern the heart’s desire of anyone within the dungeon or within sight of the gatehouse. The spirit can generate the illusion of a humanoid foe carrying whatever this desire may be deeper into the dungeon.
- Entering the Dungeon: Anyone who passes beneath the gate falls under the spirit’s spell and will not be able to find the gate again without a guide unaffected by the illusions.
- Heroes check in, but they don’t check out: At any given time there will be 2D12 prisoners already trapped within the megadungeon.
- The Megadungeon is inhabited: The spirit creates illusory foes. The creatures are unaware that they are illusions and behave as if they were real. They will have factions and regularly intrigue against each other.
- Cruel, but not Evil: The spirit has no desire to kill its prisoners or see them killed. Its job is to keep its prisoners trapped inside for as long as possible. Prisoners of the dungeon can take damage but can not be slain by an illusion while in the dungeon. The spirit will also use illusions to keep prisoners from killing each other. Food and drink can be found by those trapped inside.
- Immunity: The stone’s owner is immune to its illusions and can locate and move to any individual trapped inside in a single round. Individuals immune to illusions can recognize that the megadungeon and its inhabitants are not real. However the illusions behave as if they were real when encountered.
- Escaping the Dungeon: It is impossible to escape while under the spirit’s spell. However if one is unaffected by its illusions and can find the stone in the gatehouse and expose its arcane mark to sunlight, the spirit will take material form. If defeated in combat, duel of wits, or any sort of contest the spirit will dispell the illusion and the megadungeon vanish. All prisoners will be freed instantly with full health. The spirit can not be summoned again for a month and a day.
Enjoy!
Balloon Tomb of the Ancient Aeronaut
Remember all those UFO and “spy” balloon shenanigans from a month or so ago?
They got me imagining a whole upper atmosphere region populated with lost kites, desiccated corpses of early aviation pioneers, and strange creatures like in that old Arthur Conan Doyle story “The Horror of the Heights”:
“A visitor might descend upon this planet a thousand times and never see a tiger. Yet if he chanced to come down into a jungle he might be devoured. There are jungles of the upper air, and worse things than tigers inhabit them.”
Anyway…dare you enter the Balloon Tomb of the Ancient Aeronaut?
Balloon Tomb of the Ancient Aeronaut is a brochure adventure for Chris McDowall’s Into the Odd and similar games. In it you will explore an ancient airborne bouncy dungeon tomb. The price tag is 3USD, but you should feel free to download a community copy.
Find it here: https://yesterweird.itch.io/the-balloon-tomb
Some GM tips from the playtest:
- Don’t sweat the getting there. An experimental Researchery airship dropped the party off and would pick them up when they wanted to leave.
- To describe the tomb builder’s culture I said: “Imagine the ancient Egyptians except all their jewelery is made from balloons.” “Inflatable ancient Egyptian stuff” went a long way when giving descriptions.
- I didn’t require any movement checks to move inside the tomb, but I maximized the bouncing. For this I used a d8 to determine direction then rerolling if they hit something before moving the full amount. Maximize the bounce!
- The first encounter was turbulence. This bounced characters apart and split the party. I recommend throwing that at them right away. It’s likely you won’t have to contrive things to do this because if they land at the top they will definitely be tempted to investigate the pilot balloons, thereby disturbing them, and making the whole tomb veer towards turbulence.
- The monsters might or might not be tough, but the fear of falling out of the tomb was a lot stronger.