System: AD&D 1e with the Far Realms supplement.
Campaign: Seaward, which has been ongoing since 1978
After what the party learned last time when clearing out the entrance to Skull Mountain (the third time that needed doing!) they returned to Oldbridge, leveled up, re-equipped, gathered henchmen, and headed back for Midsummer. Sa. was mildly upset his druid was out (because Midsummer) and the party spent a lot of time talking, since they had three objectives;
1) Explore the third secret door they discovered last time, which they never even opened.
2) Use the magical binoculars mounted on the peak to try to look at the surface of the third moon.
3) Deal with the evil female in a robe that had been controlling the previous inhabitants.
The party assembled was;
Je. played- Brigid, a 3rd level human barbarian (custom class)
and Brigid's henchman, Byron, a 1st level cleric
Ja. played- Seeker, an elf 3rd/4th magic-user/thief
and Seeker's henchman, Kaspar, a 2nd level scout (custom class)
Al. played- Starfalcon, a half-elf 3rd level ranger
Sa. played- "Clint", a human 3rd level paladin
and his various henchmen, starting with Akio, a human 1st level monk
as well as Arthur, his 2nd level human man-at-arms (custom NPC-only class)
also Willem, a 3rd human level hedge mage (a custom NPC-only class)
Ni. played Owen, a human 3rd level magic-user
and Owen's henchman, Octavius, a 1st level half-ogre fighter
plus Owen's brownie familiar, Mortimer
The party also had their hirelings with them: Alon (merchant), Jerb (porter), and Merle (medium footman).
That is a total of 11 with character sheets! So they set out with 14 horses and 3 pack mules up the Old Road toward Skull Mountain.
The party staged out of the walled town of Esber, the town closest to the Briars. While Esber is still prepared for battle the party's report of clearing kobolds and such from the mountain has eased fears greatly. They also received a 10 gp bounty each for returning the Count's horses and reporting the fate of his patrol.
It is literally the height of Summer, so the weather was very hot, something made worse in the Briars. Since the daytime temp was usually over 100 degrees the party traveled without armor and made frequent stops, adding to the travel time. The party encountered a ragged, gaunt man along the road. Although they were fairly sure he was a fugitive from justice their time limit led them to give him some rations and warn him to mend his ways. While gathering wood Kaspar encountered a brush cat, which he killed with some well-placed arrows.
When they finally reached the plateau outside the entrance to Skull Mountain they discovered the bodies of a few of the kobolds killed on the last adventure, but now gnawed upon and then well-rotted. Starfalcon identified the tracks of 4 trolls, one of whom was 'very large'.
The party reached the entrance cave, finding the main doors still sealed. Seeker scouted what they call the North Door; the door was open and the entrance room had rotting corpses of kobolds thrown into the corners. With the party at the entrance he went into the attached storeroom to find - a troll, sleeping in its new nest.
Very quickly the party formed into 2 group - the main group at the North Door watching the other 2 entrances to the entrance room as Starfalcon, Brigid, Seeker, and Kaspar ambushed the sleeping troll.
The attack went well, but there is only so well you can do against a troll. The troll was up and fighting quickly. At the same time in the entrance area Akio sensed a troll coming down the east hall and Octavius saw a troll charging, full speed, down the north hall.
Clint, Arthur, and Akio covered the east while Octavius set spear for charge to the north and the 'flying squad' continued fighting to the west. Seeker and Kaspar did well with arrows while Brigid dealt wounding attacks and Starfalcon took advantage of the ranger bonus damage very, very well. The troll from the east engaged Clint and Arthur, a little damage flying around. Octavius did great damage with his spear - and the troll pushed down the spear and hurt Octavius badly!
Byron rushed in and healed Octavius while Akio moved to back him up; Clint and Arthur stayed engaged; Seeker and Kaspar fell back into the entrance room while Brigid and Starfalcon held the door. During the next round Brigid and Starfalcon dropped the troll to the west, Seeker and Kaspar shifted fire to the north and east, respectively, and combat continued.
But! Brigid and Starfalcon caught a glimpse of a very large troll coming into the room to the west!
The party began to retreat to the south door, under pressure. Owen dropped a Stinking Cloud just inside the west door, catching the big troll. Clint, Starfalcon, and Brigid formed a line in front of the south door against the two trolls while Byron healed Octavius further. Over two rounds they dropped the two trolls and, looking at how much magic was used (Owen's Magic Missiles were also gone and Byron was critically low on cures and all the fighters were wounded) they decided to retreat while the troll was blocked by the Stink.
Unfortunately, the troll burst out of the cave in full pursuit while they were only halfway across the plateau.
And, on spotting him, Brigid went berserk and charged right back.
Luckily, Clint has Boots of Striding and Springing so he was able to reach the big troll alongside Brigid. The two of them did a lot of damage in the first round! But, they also took plenty in return. In the second round Akio arrived, attacking from behind while Clint and Brigid kept doing well and the troll missed all but a love-tap on Brigid. In the third round Brigid and Clint both hit again, Starfalcon arrived and engaged Ranger Powers, and Octavius finally made it - and rolled maximum damage, cleaving the troll from shoulder to hip!
Before an hour was up the trolls were gathered and burnt, the guard area was swept and found empty, and the troll nest looted. An hour after that the party was setting up a hidden camp on the eastern slope of the mountain, resting.
In the morning Clint and Byron healed everyone up and the party went back into the guard complex. The found that the one secret door which they knew of but hadn't opened was trapped and decided to leave it alone. Seeker finally realized an earlier hope and had Octavius rip the lower grate from the kitchen chimney, then clambered up the long, long shaft.
Along the way he found the grate from another fireplace (about 70' higher up); he could just see the corner of a Tonildan rug and the foot of a chair or table, both covered in dust in a room lit, somehow. At about 90' he found a side shaft that smelled of old smelter smoke and fumes angling off southeast and down. And at 120 feet he came to the upper grate, where he found, on the far side, the Wizard Mark of a member of a Mage House known for mage/thieves and evidence they had been stopped by the grate long, long ago.
In the rest of the complex they found a very old cell behind double iron grates - inside were skeletons still with their hands wrapped around each other's throats.
They left this area alone, too.
Last, they went to the Wizard Locked door and had Octavius try it.
A half-ogre with an 18(00) strength: he rolled a 1. The door opened.
Beyond was the far side of the bronze doors from the main cave, sealed up and held by an adamantine bar sunk into the living rock on either side. And in the other direction was a 20' wide, 36' high corridor stretching deep into the mountain. The corridor walls were carved with bas reliefs of cultists walking into the mountain accompanied by various devils.
The party followed the corridor for 1/10th of a mile before coming to a pair of evil shrines, one to ice (to the North) and one to fire (to the South), both behind pillars. The ice altar emitted cold, the fire altar emitted heat, and both were stained with old blood.
The followed the corridor further until it opened into a massive space 150' across, 200' wide, and 180' high. The north section had bas reliefs showing a devilish sea full of spiked seaweed, sahuagin, and sharks. The south section was carved to resemble a vast volcanic plane covered in fire with orcs and devils. In the middle of the north wall was a 20' wide, 10' long raised pool of water; the middle of the south was was a 20', 10' high fireplace.
The entire area was lit from above with a eerie, ruddy light, like the reflection of a forest fire from low clouds. The party continued down the middle of the space, between two rows of mighty columns, and kept going down the main corridor.
After about another 150' they finally reached the end - another set of huge bronze doors. But these are braced from this side with mighty timbers, each the size of a tree trunk, and huge iron stakes hammered into the solid rock floor. The timbers have obviously been enchanted to resist age and, according to Clint and Byron, enchanted to cause evil beings discomfort and unease.
The party, focused on their goal of stopping the female cult leader, hurried back to camp to prepare for the next day, which was the day before Midsummer Night!
The next day the party sent Seeker and Kaspar to the peak to observe the Old Road with the magical binoculars while Brigid, Octavius, and Starfalcon concealed themselves in the entrance cavern. Akio and Byron remained near the stables/North Door area with Clint. Willem and Arthur remained at the camp with the hirelings as a reserve.
About 5 in the afternoon Seeker saw dust from the road a,d the two rushed to the Room of the Eye; by 5:30 they observed a robed woman enter the plateau follow by two huge humanoids, 7'-8' tall and also robed. Both big figures were pulling a gaol cart, both holding 4 human prisoners.
The figures left the gaol carts in the center of the plateau, by the massive bonfire pit, and approached the cavern. The party prepared for trouble as the three walked in.
At that point Kaspar opened fire; the three were surprised for a segment, meaning that Kaspar (as a scout) got a +4 to all bow attacks for the round. He feathered the brisket of the northern-most giant twice and general combat began.
The medium figure threw back the hood of her robes, revealing her to be Arlissa, an evil mage the party had encountered years before and a known devil worshiper. As the party watched a door opened on the side of her capuchon, then closed and the door vanished. This prompted Owen, who knew that she had an Imp familiar, to hit the area with Sleep spell, in hopes of catching it (the spell failed).
At the same time the party's 'trick' appeared - Clint, on horseback with lance, rode out from behind a large stalagmite and charged! He struck the southernmost figure (they were both revealed as more trolls) and continued on so as to wheel and return.
Melee began with Starfalcon once again showing why anyone facing trolls needs a ranger friend and Brigid not berserking, but doing great damage. Seeker came in invisibly and back-stabbed a troll at a key moment, dropping it, and Clint's return pass put down the other just as an arrow pierced Arlissa and she fell over-
and vanished in a puff of sulfuric smoke as her familiar Dimension Doored both of them away.
Clint immediately spurred onto the plateau and spotted both of them out toward the gaol carts, Arlissa already regenerating to consciousness. Akio used his tremendous speed to follow as Clint rode down Arlissa and hit her full on with his lance square in the chest, breaking his lance and ending her life.
The cackling imp seized her soul and vanished back to Hell.
The party freed the prisoners, who were mainly villagers but did accept a healer (custom hireling) into service. Another prisoner was a nobleman; the last survivor of the Count's patrol who was slated to die at midnight.
All were hungry, thirsty, exhausted, and sore for days to weeks of beatings. The party settled them in their camp with the various henchmen and hirelings and returned to the complex, making their way to the peak.
As Midnight approached Seeker watched as Selene, the smallest moon, moved into view. The magical device revealed - a village on the surface of the moon, built as a circle around a central area. In that are was a stone shelf around a great pool. In the pool rested what appeared to be sailing vessels, but there were vast constructions of wood, metal, and crystal on the rock shelf in the shape of dragonflies and a swan.
The party all looked and soon observed one of the dragonflies lift off and fly away!
Turning the device toward the city of High Morath they observed that's nations Midsummer Festival, which involves the Pyrotechnics spell.
Turning it toward Timber Lake they observed a dragonfly ship landing in the lake and being met by elven boats! Starfalcon explained that each year at Midsummer the royal family of the elven Kingdom of Tirgalen goes into the lake with just their personal guards for a 'special ceremony' that all others are forbidden to observe.
They then looked towards the Demon's Eye, the lip of the volcano on Black Island, out at sea. They watched a massive humanoid figure, at least 30' tall, climb to the rim, look out towards the mainland, and then climb back down into the glowing mouth of the volcano.
Last, they turned their gaze back to Selene as it slipped out of the focus of the device. seeing another sailing vessel fly toward the moon village.
The party realized that the sailing vessels would fit into the dry dock on the peak of Skull Mountain.
The party made an OK haul of cash and a good haul of magic items, including a golden llama, a familiar's hat, and a flametongue, among other things.
Before they left they took an intact door from another section of the Guard Area, used it to replace the door shattered by Octavius, then had Mortimer bar it from the far side and before using Dimension Door to come back, sealing off the long corridor from intruders.
The party returned to Esber without serious incident!
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
Showing posts with label jazz band adventuring. Show all posts
Showing posts with label jazz band adventuring. Show all posts
Tuesday, July 28, 2015
Tuesday, October 28, 2014
Play Report: Brigid's Diary, Part 2 - Return to Richacre
Real time: played in two parts, 10/4/14 and 10/18/14
Je. played Brigid, a 1st level human barbarian
J. played Athanasius, a 2nd level human cleric
A. played Starkiller, a 1/1/1 half elven fighter/cleric/mage
S. played McCloud, a 1st level human druid
N. played Thoren, a 1/1 half-orc fighter/thief
[Note: The entry is written 'in-character' and changes in tone and such reflect the character at different points during play]
DM notes are in [brackets], player notes in (parentheses)
After my first adventure, I came back to Oldbridge with Starkiller. We sold our treasures, and I made enough profit that I was able to put many gold pieces into the Baron's bank for safe keeping. I carefully compose a letter to my family, telling them of my good fortune and assuring them that I will return once I have saved enough to replenish our family's coffers.
I write in our family's code, so as not to raise any suspicions with anyone who may read the letter as it travels, both for my own protection, and that of my family's.
I find that before long, I begin to thirst for more adventure. The rage inside me has been very quiet, and I am hopeful that I am learning more self control, but I still long to further my skills, and increase my fortune. Just as I was about to get very restless in town, I received a very strange letter.
I write this diary and my letters home in the script of Eiru, but I am not able to read much of the common language. I ask Starkiller's cleric friend Athanasius to help me read the letter. It is from Toril, the headman of Richacre. He pleads for help, as there are strange doings going on in his village. I remember the kindness of the people of Richacre, and also remember the unfinished business we left there, the strange seal of evil in the tower basement. Combined with my restless thirst for more adventure, I know I must go.
I convince Starkiller and Athanasius that we should travel with all haste to Richacre to assist them in their hour of need. We find two others, friends of Athanasius, who wish to travel with us, the druid McCloud and the half-orc, Thoren. McCloud is another follower of the strange gods that I don't trust, but I can't deny the usefulness of his skills. Thoren is an interesting fellow, very dim of mind, but strong, and cunning in his own way.
We agree to leave the very next morning, after replenishing our stocks and equipment.
Day 1
We follow the familiar route to Richacre, passing through the village of Ham-on-Wye and stopping at the Sad Wolf Tavern. And later, we enter Stowanger and stop at the Tankard and Bowl Tavern. Finally, we approach Richacre. The charcoal huts on the outskirts are empty and obviously were hastily abandoned. Then, I notice that the wooden tower on the palisades is shattered, and the gate is wrenched open, hanging broken and precarious. Through the opening, we see bodies scattered around, and the town is dreadfully, terribly silent. No one comes to greet us, there is no bustle of a town's work, and I fear the worst. Thoren and I decide to go ahead of the others, as we are tough and strong and better able to weather any threats that remain inside the palisades.
We see terrible, terrible things. Some bodies seem untouched with no obvious cause of death, but with looks of abject horror forever frozen on their faces. While others - oh, the others! Some bodies have organs ripped out, some have huge chunks of flesh missing, others appear to have fallen from great heights. We see one house that seemed to have taken a lot of damage, and it has a large hole ripped through it, but with the edges of the hole as smooth as glass.
Suddenly, someone calls my name. My heart is in my throat before I realize that it is Bertrand, the Hedge Mage, blessedly alive. He calls me over and hurriedly tells us that two nights ago there was something in the sky, that lights came from the sky, and whatever the lights touched, died. He was injured by the light reflected off a mirror. Now, he has seen the gargoyle in the sky again, and is fearful that he is too badly injured to escape. We assure him that we can help, tell him to stay hidden while we go get our friends and search for other survivors. We find one other man who seems to have survived, and Athanasius casts some healing spells to heal both men. He also casts detect magic, but finds nothing magical in what is left of the village.
We continue to search through the village, and we find the Widow Schumacher who was mentioned in Tardill's letter. We also find a severed arm, holding a few pages from a journal. It must belong to the madman that Tardill indicated the widow sheltered. The journal pages are cryptic, yet terrifying, indicating he was a Mage, and mentioning a map of the cultist's temple, and finding the library of Skull Mountain. The last page seems written much later than the first, and the poor man had obviously gone mad. Mentions "devilfish", "Them", and "Lurkers", indicates he had been kicked out of the Duke and Count's courts, priests had tried to cure him, but they obviously failed as he continues his rants for at least several more paragraphs. I wonder what he had to do with the destruction wrought on the poor village of Richacre?
I convince Athanasius to copy the pages here in my journal so that we can remember what it says. He added those pages later.
Meanwhile, Starkiller recognizes that the wounds on the dead seem to be those of a "reversed" spell of healing. And Bertrand is very, very worried about the return of the Gargoyle. We assure Bertrand that we will take care of the gargoyle, and he gives Thoren an amulet vs. charm, and gives us a scroll that "enchants a weapon", giving it a temporary increased chance to hit and damage (+1/+1). Meanwhile, darkness is falling, so we hide as best as we can, and get some sleep.
Day 2
We wake up the next morning and notice that some of the houses on the far side of town have been trashed overnight. We head out to check on the tower, figuring we will find the gargoyle there, and we can also check on the evil seal in the basement, figuring it might have had something to do with the town's destruction.
We approach the tower directly, assuming that the gargoyle will be stone during the day, and thus, not a threat. Thoren approaches the door to the tower and is picking the lock when the gargoyle drops on us from above! The gargoyle savagely attacks Thoren [DM- taking him to -1 HP]. We immediately attack the gargoyle, Starkiller and I land blows. Athanasius casts a light spell, blinding the gargoyle. I attack and kill the gargoyle, making sure to take an extra, final blow to ensure its death. Meanwhile, Athanasius casts two cure spells on Thoren, saving our friend from certain death. I say a quick prayer of thanksgiving for good clerics. We talk amongst ourselves, debating as to whether we should go back to the village, or forge on to discover what is going on with the evil basement seal.
While we are talking, the door behind me opens, and a Kobold wearing strange, cobbled together, almost full plate mail appears. Thinking fast, I try to talk with him. I tell him we killed the gargoyle, and he says he is glad, tells us that they hated the gargoyle. We ask if we can come in and see the basement, and he tells us no, that they now worship those gods. Before he can say anymore, we attack. The Kobold lands a minor blow on me, but I manage to kill him.
We grab the head of the gargoyle and his backpack, and we notice he is branded - it almost looks like an eye surrounded by smaller circles. We also grab the Kobold, and decide to go back to the village to prove to poor Bertrand that we killed the gargoyle. We return to the deserted town of Richacre and tell Bertrand all that has happened. We go through the gargoyle's backpack, and find great treasures. Copper and electrum pieces, a silver bracelet with an amber crucifix, a Druidic scroll which we give to McCloud, he tells is it has animal friendship, animal growth, commune with nature,and cure critical wounds. There is also a broadsword - my weapon of choice! As I pick it up to admire it, it is tarnished and dull, but I notice the hilt has a carving of a beautiful women, head bowed, covering her eyes.
Suddenly, the sword starts speaking! It speaks in the language of my childhood, Airu, and tells me it's name is Mor Altach, which means "great fury". It says that it can also speak in Orcish, Kobold, and Ogre, and it's blows do not cease to hurt (which makes me believe it is a sword of wounding). It also says that it can detect traps and magic within 10', though it has to be able to speak about them. Starkiller detects evil on the treasures, and nothing, including the sword, seems evil. Everyone agrees that the sword should be mine. The sword tells me it does not like my other sword, and I assure it that I will get rid of it as soon as we can get back to a town where I can sell or dispose of it safely. The sword reluctantly agrees that is ok, but I get the sense that I had better to be true to my word. I am unsure how I feel about my sword talking to me, but since it speaks to me in my beloved Airu, I rest a little easier. We try to question the sword about the gargoyle, and how it got here, but the sword was captured long ago, and has spent almost the entire time in the depths of the gargoyle's backpack, so it has very little information. So, we decide to rest for the night, and head back to the tower in the morning.
Athanasius insists that we must deal with the kobolds, and we also really need to check on that evil seal. I hope, that with good rest, and focus, I can continue to keep my inner rage in check.
Day 3
When we woke up the next morning, Thoren told us about a strange dream he had. The bracelet we found spoke to him in his dream, saying that it was weak now, and Thoren was the only one who could save it. When he awoke, the bracelet was on his wrist. I find that very eerie.
As we head back to the tower, we notice smoke off in the Briars, almost like from a bonfire. It is far enough away we feel it is safe to deal with the tower without worrying about the smoke. I wonder what it is, though?
We arrive at the tower, and thankfully Thoren checked for traps, because there is a nasty pit trap at the base of the stairs to the entrance. We are able to work around it, and Thoren goes up to check on the door. Suddenly, a rock is thrown at him from directly above! We look up just in time to see two kobolds duck back inside. We retreat away from the door for fear of the rocks, and we make a plan. We march up to the tower while firing arrows at the kobolds above, and quickly bust down the door and enter the tower. Inside we find three kobolds, and rather quickly kill two of them. We ask for surrender from the final Kobold, and then we knock him out and tie him up, figuring to deal with him later after we assess the rest of the area.
We enter the stairwell, and find boulders coming down the stairs. We duck back out of the stairwell, wait for them to pass, then quickly rush up the stairs. We pass three closed doors, and then on the roof, we see two kobolds pushing boulders towards the door. I have to hurry, or they will knock us all down the stairs! I make a charge attack - and miss horribly. I quickly whip back around, and McCloud has killed one, then I kill the other.
We go back down the stairs, and sense evil behind one of the doors. We open the door, and capture and tie up another Kobold, then head to the basement. There is a trap by the door to the basement, Thoren attempts to disarm it, but fails. Starkiller uses his spear to reach over Thoren's shoulder and poke the door open. A sapling whips out from the corner of the room with a dagger on the end of it. It just misses slicing Thoren's face!
Then, before we can even blink, a giant weasel attacks Thoren! It immediately bit down and started sucking his blood. Starkiller and McCloud and myself attacked the weasel and Athanasius cast healing spells on Thoren to keep him alive. Finally, we kill the weasel and save Thoren. I look down and notice my sword is gleaming. The woman on the hilt has changed! Her hands are no longer covering her eyes, they are crossed over her chest, and she has a beatific look on her face. She has long, flowing gold hair, and her eyes are brilliant sapphires. I'm not sure what this means, but I feel a kinship with my Airu sword that makes me feel less homesick. We take the dagger from the trap after our battle with the weasel, and we feel certain it is magical. We find the secret door and go into the other room.
There, we see 3 kobolds and a Kobold shaman who is casting a spell. I immediately charge the shaman, and to my shame, I miss, once again. But, on my next attack, I kill him instantly! The other kobolds attack and injure me, Thorin, and McCloud, but we manage to kill them all.
(In the heat of battle, McCloud calls Athanasius the "Altar boy" - DM says 25 extra EP!)
We enter the room with the evil seal, and find 2 humans tied up with another Shaman standing over them. I charge and kill the shaman - finally, I hit during a charge! As we release them, the two humans tells us their names are Allen, a peddler, and Gerb, a porter. Allen immediately pledges fealty to me, who saved his life by killing the shaman. When we get out of this tower, I am going to see if I can convince Gerb to stay with me, too, since the two are apparently life long friends. I find that I am more proud of saving the lives of these fine men than I am excited about finding treasures to send back home. My need for revenge has been so strong for so long, I'm not quite sure what to make of my new attitude.
As we are standing there talking with Gerb and Allen, some of us see movement out of the corner of our eyes, and we go to investigate. We quickly realize that some Kobold women who must have been in hiding have escaped - and they took our two tied up captives, too! We decide to track them, as we can't let them get away. We find them fairly quickly, and rather than kill them, Athanasius tries to convert them to the truth of our faith. All evil can potentially be used for God's advantage!
He succeeds in converting the kobolds, but knows their faith is weak. We negotiate with them, and convince them to shelter at the Abbey southwest of Ekull. A little time with the consecrated brothers and sisters will certainly strengthen their faith!
(From the tower, and the kobolds we killed, we do find some treasures. Five pieces of Amber, a gourd jar with a paste that we later identify as a pagan potion of Hill Giant strength, and the magical dagger is identified as a +1 dagger/+2 vs. smaller than man size. We also find a fair bit of gold, so after paying our expenses and dividing it up amongst all of is, we each get 376 GP and a piece of Amber.)
I decide to hire Allen the merchant and Gerb the porter. I know they will be loyal to me if I treat them well, and certainly they will help me amass my fortune and figure out how to get it back to my family. And meanwhile, my new sword gazes at me with those sapphire eyes whenever I look at it. I wonder what it all means? I believe I must rest for awhile, study and hone my skills. I suspect I have something more important to do than send my family my fortune.
(GM indicates 1360 EP per character. Brigid will level up to 2nd level.)
Letter Received by Brigid
To Miss Brigit of Eiru, with all blessings,
Fair maiden, I write to you with trepidation. You and your companions recently saved our small village from great evil and for that we can never repay you. But odd things seem to be afoot in our village again. Roald Collier recently found a madman wandering in the forest, tattered and bruised from wandering through the Briars. This poor wretch babbled about starnge things in the mountains above the Briars (which, truly, are enough to break a man's mind) and scribbled in a book. The Widow Shoemaker took him in and swore to nurse him to sanity.
Since his arrival, however, the forest has been unquiet. Shadows move under the trees, the animals are fearful, and I have strengthened the palisade guard. I have written to the Count, but you are 4 days closer. Is there any chance, Miss Brigit, that you or your friends could succor us?
Yours in Hope,
Toril, headman of Richacre
Page from beginning of the stranger's journal
decided to take my mentor's advice and begin a journal of my travels.
It is strange, I must admit, to be far from home and from the library and lab of my mentor. I thought I was a grown man when I began apprenticing as a mage, then learned I was not once my mentor proved how much I had to grow. Then I thought I was a man when I mastered my first spell, until my mentor proved that a single cantrip is no more than a drop of water beside the sea. Now that I am no longer an apprentice but a full mage I fell I am a man. Am I to be show wrong again?
But my mentor tells me this journal will help me understand my growth in knowledge and experience. That by looking back at my thoughts I will gain more insight than by merely living them once. I hope he is correct. We will see.
Tomorrow I depart for Oldbridge to meet with the rest of my companions. With the map we have of the cultists' temple we think we might succeed where so many others have failed. Imagine – finding the Library of Skull Mountain, the accumulated tomes of a score of looted libraries, the research libraries of a dozen mages, and the writings of other worlds! Thought destroyed in the final battle my friend Jonzar swears that it survived and he
Last page of the stranger's journal
Last Deepwinter, but as you know all who know of the devilfish must die! The death of Zhonquil the Mage was no feud between wizards, it was an assassination by Them, the lurkers, the slaves to those foul creatures! I tell you truly, my knowledge of the truth is a blessing and a curse. Yes, I know we are all playthings to them, the secret masters, the ones from beyond. But that knowledge threatens to shatter my mind. And I am surrounded by fools! Can they not see?! Worries about bandits, orcs, and dragons, pfagh! All distractions, all to blind us to the slow, creeping horror of the devilfish as they corrupt more and more. The Duke threw me from his halls and the Count tried to have his priests “cure” me. I damn them all to the slavery they deserve. Yes, those who cannot recognize the Truth I speak and my genius deserve to be eternal slaves to the slime!! One day the king, the dwarves, even the haugty elves will bend their knee to me, ashamed of their arrogance in refusing to obey me as I fight Them! Who else can do so, the weak-willed king? The blind priests? The naïve paladins? NO! Only I have the wisdome, the knowledge, the vision, and the courage to save the world from slavery and worse than slavery from thos abominations from beneath the
Je. played Brigid, a 1st level human barbarian
J. played Athanasius, a 2nd level human cleric
A. played Starkiller, a 1/1/1 half elven fighter/cleric/mage
S. played McCloud, a 1st level human druid
N. played Thoren, a 1/1 half-orc fighter/thief
[Note: The entry is written 'in-character' and changes in tone and such reflect the character at different points during play]
DM notes are in [brackets], player notes in (parentheses)
After my first adventure, I came back to Oldbridge with Starkiller. We sold our treasures, and I made enough profit that I was able to put many gold pieces into the Baron's bank for safe keeping. I carefully compose a letter to my family, telling them of my good fortune and assuring them that I will return once I have saved enough to replenish our family's coffers.
I write in our family's code, so as not to raise any suspicions with anyone who may read the letter as it travels, both for my own protection, and that of my family's.
I find that before long, I begin to thirst for more adventure. The rage inside me has been very quiet, and I am hopeful that I am learning more self control, but I still long to further my skills, and increase my fortune. Just as I was about to get very restless in town, I received a very strange letter.
I write this diary and my letters home in the script of Eiru, but I am not able to read much of the common language. I ask Starkiller's cleric friend Athanasius to help me read the letter. It is from Toril, the headman of Richacre. He pleads for help, as there are strange doings going on in his village. I remember the kindness of the people of Richacre, and also remember the unfinished business we left there, the strange seal of evil in the tower basement. Combined with my restless thirst for more adventure, I know I must go.
I convince Starkiller and Athanasius that we should travel with all haste to Richacre to assist them in their hour of need. We find two others, friends of Athanasius, who wish to travel with us, the druid McCloud and the half-orc, Thoren. McCloud is another follower of the strange gods that I don't trust, but I can't deny the usefulness of his skills. Thoren is an interesting fellow, very dim of mind, but strong, and cunning in his own way.
We agree to leave the very next morning, after replenishing our stocks and equipment.
Day 1
We follow the familiar route to Richacre, passing through the village of Ham-on-Wye and stopping at the Sad Wolf Tavern. And later, we enter Stowanger and stop at the Tankard and Bowl Tavern. Finally, we approach Richacre. The charcoal huts on the outskirts are empty and obviously were hastily abandoned. Then, I notice that the wooden tower on the palisades is shattered, and the gate is wrenched open, hanging broken and precarious. Through the opening, we see bodies scattered around, and the town is dreadfully, terribly silent. No one comes to greet us, there is no bustle of a town's work, and I fear the worst. Thoren and I decide to go ahead of the others, as we are tough and strong and better able to weather any threats that remain inside the palisades.
We see terrible, terrible things. Some bodies seem untouched with no obvious cause of death, but with looks of abject horror forever frozen on their faces. While others - oh, the others! Some bodies have organs ripped out, some have huge chunks of flesh missing, others appear to have fallen from great heights. We see one house that seemed to have taken a lot of damage, and it has a large hole ripped through it, but with the edges of the hole as smooth as glass.
Suddenly, someone calls my name. My heart is in my throat before I realize that it is Bertrand, the Hedge Mage, blessedly alive. He calls me over and hurriedly tells us that two nights ago there was something in the sky, that lights came from the sky, and whatever the lights touched, died. He was injured by the light reflected off a mirror. Now, he has seen the gargoyle in the sky again, and is fearful that he is too badly injured to escape. We assure him that we can help, tell him to stay hidden while we go get our friends and search for other survivors. We find one other man who seems to have survived, and Athanasius casts some healing spells to heal both men. He also casts detect magic, but finds nothing magical in what is left of the village.
We continue to search through the village, and we find the Widow Schumacher who was mentioned in Tardill's letter. We also find a severed arm, holding a few pages from a journal. It must belong to the madman that Tardill indicated the widow sheltered. The journal pages are cryptic, yet terrifying, indicating he was a Mage, and mentioning a map of the cultist's temple, and finding the library of Skull Mountain. The last page seems written much later than the first, and the poor man had obviously gone mad. Mentions "devilfish", "Them", and "Lurkers", indicates he had been kicked out of the Duke and Count's courts, priests had tried to cure him, but they obviously failed as he continues his rants for at least several more paragraphs. I wonder what he had to do with the destruction wrought on the poor village of Richacre?
I convince Athanasius to copy the pages here in my journal so that we can remember what it says. He added those pages later.
Meanwhile, Starkiller recognizes that the wounds on the dead seem to be those of a "reversed" spell of healing. And Bertrand is very, very worried about the return of the Gargoyle. We assure Bertrand that we will take care of the gargoyle, and he gives Thoren an amulet vs. charm, and gives us a scroll that "enchants a weapon", giving it a temporary increased chance to hit and damage (+1/+1). Meanwhile, darkness is falling, so we hide as best as we can, and get some sleep.
Day 2
We wake up the next morning and notice that some of the houses on the far side of town have been trashed overnight. We head out to check on the tower, figuring we will find the gargoyle there, and we can also check on the evil seal in the basement, figuring it might have had something to do with the town's destruction.
We approach the tower directly, assuming that the gargoyle will be stone during the day, and thus, not a threat. Thoren approaches the door to the tower and is picking the lock when the gargoyle drops on us from above! The gargoyle savagely attacks Thoren [DM- taking him to -1 HP]. We immediately attack the gargoyle, Starkiller and I land blows. Athanasius casts a light spell, blinding the gargoyle. I attack and kill the gargoyle, making sure to take an extra, final blow to ensure its death. Meanwhile, Athanasius casts two cure spells on Thoren, saving our friend from certain death. I say a quick prayer of thanksgiving for good clerics. We talk amongst ourselves, debating as to whether we should go back to the village, or forge on to discover what is going on with the evil basement seal.
While we are talking, the door behind me opens, and a Kobold wearing strange, cobbled together, almost full plate mail appears. Thinking fast, I try to talk with him. I tell him we killed the gargoyle, and he says he is glad, tells us that they hated the gargoyle. We ask if we can come in and see the basement, and he tells us no, that they now worship those gods. Before he can say anymore, we attack. The Kobold lands a minor blow on me, but I manage to kill him.
We grab the head of the gargoyle and his backpack, and we notice he is branded - it almost looks like an eye surrounded by smaller circles. We also grab the Kobold, and decide to go back to the village to prove to poor Bertrand that we killed the gargoyle. We return to the deserted town of Richacre and tell Bertrand all that has happened. We go through the gargoyle's backpack, and find great treasures. Copper and electrum pieces, a silver bracelet with an amber crucifix, a Druidic scroll which we give to McCloud, he tells is it has animal friendship, animal growth, commune with nature,and cure critical wounds. There is also a broadsword - my weapon of choice! As I pick it up to admire it, it is tarnished and dull, but I notice the hilt has a carving of a beautiful women, head bowed, covering her eyes.
Suddenly, the sword starts speaking! It speaks in the language of my childhood, Airu, and tells me it's name is Mor Altach, which means "great fury". It says that it can also speak in Orcish, Kobold, and Ogre, and it's blows do not cease to hurt (which makes me believe it is a sword of wounding). It also says that it can detect traps and magic within 10', though it has to be able to speak about them. Starkiller detects evil on the treasures, and nothing, including the sword, seems evil. Everyone agrees that the sword should be mine. The sword tells me it does not like my other sword, and I assure it that I will get rid of it as soon as we can get back to a town where I can sell or dispose of it safely. The sword reluctantly agrees that is ok, but I get the sense that I had better to be true to my word. I am unsure how I feel about my sword talking to me, but since it speaks to me in my beloved Airu, I rest a little easier. We try to question the sword about the gargoyle, and how it got here, but the sword was captured long ago, and has spent almost the entire time in the depths of the gargoyle's backpack, so it has very little information. So, we decide to rest for the night, and head back to the tower in the morning.
Athanasius insists that we must deal with the kobolds, and we also really need to check on that evil seal. I hope, that with good rest, and focus, I can continue to keep my inner rage in check.
Day 3
When we woke up the next morning, Thoren told us about a strange dream he had. The bracelet we found spoke to him in his dream, saying that it was weak now, and Thoren was the only one who could save it. When he awoke, the bracelet was on his wrist. I find that very eerie.
As we head back to the tower, we notice smoke off in the Briars, almost like from a bonfire. It is far enough away we feel it is safe to deal with the tower without worrying about the smoke. I wonder what it is, though?
We arrive at the tower, and thankfully Thoren checked for traps, because there is a nasty pit trap at the base of the stairs to the entrance. We are able to work around it, and Thoren goes up to check on the door. Suddenly, a rock is thrown at him from directly above! We look up just in time to see two kobolds duck back inside. We retreat away from the door for fear of the rocks, and we make a plan. We march up to the tower while firing arrows at the kobolds above, and quickly bust down the door and enter the tower. Inside we find three kobolds, and rather quickly kill two of them. We ask for surrender from the final Kobold, and then we knock him out and tie him up, figuring to deal with him later after we assess the rest of the area.
We enter the stairwell, and find boulders coming down the stairs. We duck back out of the stairwell, wait for them to pass, then quickly rush up the stairs. We pass three closed doors, and then on the roof, we see two kobolds pushing boulders towards the door. I have to hurry, or they will knock us all down the stairs! I make a charge attack - and miss horribly. I quickly whip back around, and McCloud has killed one, then I kill the other.
We go back down the stairs, and sense evil behind one of the doors. We open the door, and capture and tie up another Kobold, then head to the basement. There is a trap by the door to the basement, Thoren attempts to disarm it, but fails. Starkiller uses his spear to reach over Thoren's shoulder and poke the door open. A sapling whips out from the corner of the room with a dagger on the end of it. It just misses slicing Thoren's face!
Then, before we can even blink, a giant weasel attacks Thoren! It immediately bit down and started sucking his blood. Starkiller and McCloud and myself attacked the weasel and Athanasius cast healing spells on Thoren to keep him alive. Finally, we kill the weasel and save Thoren. I look down and notice my sword is gleaming. The woman on the hilt has changed! Her hands are no longer covering her eyes, they are crossed over her chest, and she has a beatific look on her face. She has long, flowing gold hair, and her eyes are brilliant sapphires. I'm not sure what this means, but I feel a kinship with my Airu sword that makes me feel less homesick. We take the dagger from the trap after our battle with the weasel, and we feel certain it is magical. We find the secret door and go into the other room.
There, we see 3 kobolds and a Kobold shaman who is casting a spell. I immediately charge the shaman, and to my shame, I miss, once again. But, on my next attack, I kill him instantly! The other kobolds attack and injure me, Thorin, and McCloud, but we manage to kill them all.
(In the heat of battle, McCloud calls Athanasius the "Altar boy" - DM says 25 extra EP!)
We enter the room with the evil seal, and find 2 humans tied up with another Shaman standing over them. I charge and kill the shaman - finally, I hit during a charge! As we release them, the two humans tells us their names are Allen, a peddler, and Gerb, a porter. Allen immediately pledges fealty to me, who saved his life by killing the shaman. When we get out of this tower, I am going to see if I can convince Gerb to stay with me, too, since the two are apparently life long friends. I find that I am more proud of saving the lives of these fine men than I am excited about finding treasures to send back home. My need for revenge has been so strong for so long, I'm not quite sure what to make of my new attitude.
As we are standing there talking with Gerb and Allen, some of us see movement out of the corner of our eyes, and we go to investigate. We quickly realize that some Kobold women who must have been in hiding have escaped - and they took our two tied up captives, too! We decide to track them, as we can't let them get away. We find them fairly quickly, and rather than kill them, Athanasius tries to convert them to the truth of our faith. All evil can potentially be used for God's advantage!
He succeeds in converting the kobolds, but knows their faith is weak. We negotiate with them, and convince them to shelter at the Abbey southwest of Ekull. A little time with the consecrated brothers and sisters will certainly strengthen their faith!
(From the tower, and the kobolds we killed, we do find some treasures. Five pieces of Amber, a gourd jar with a paste that we later identify as a pagan potion of Hill Giant strength, and the magical dagger is identified as a +1 dagger/+2 vs. smaller than man size. We also find a fair bit of gold, so after paying our expenses and dividing it up amongst all of is, we each get 376 GP and a piece of Amber.)
I decide to hire Allen the merchant and Gerb the porter. I know they will be loyal to me if I treat them well, and certainly they will help me amass my fortune and figure out how to get it back to my family. And meanwhile, my new sword gazes at me with those sapphire eyes whenever I look at it. I wonder what it all means? I believe I must rest for awhile, study and hone my skills. I suspect I have something more important to do than send my family my fortune.
(GM indicates 1360 EP per character. Brigid will level up to 2nd level.)
Letter Received by Brigid
To Miss Brigit of Eiru, with all blessings,
Fair maiden, I write to you with trepidation. You and your companions recently saved our small village from great evil and for that we can never repay you. But odd things seem to be afoot in our village again. Roald Collier recently found a madman wandering in the forest, tattered and bruised from wandering through the Briars. This poor wretch babbled about starnge things in the mountains above the Briars (which, truly, are enough to break a man's mind) and scribbled in a book. The Widow Shoemaker took him in and swore to nurse him to sanity.
Since his arrival, however, the forest has been unquiet. Shadows move under the trees, the animals are fearful, and I have strengthened the palisade guard. I have written to the Count, but you are 4 days closer. Is there any chance, Miss Brigit, that you or your friends could succor us?
Yours in Hope,
Toril, headman of Richacre
Page from beginning of the stranger's journal
decided to take my mentor's advice and begin a journal of my travels.
It is strange, I must admit, to be far from home and from the library and lab of my mentor. I thought I was a grown man when I began apprenticing as a mage, then learned I was not once my mentor proved how much I had to grow. Then I thought I was a man when I mastered my first spell, until my mentor proved that a single cantrip is no more than a drop of water beside the sea. Now that I am no longer an apprentice but a full mage I fell I am a man. Am I to be show wrong again?
But my mentor tells me this journal will help me understand my growth in knowledge and experience. That by looking back at my thoughts I will gain more insight than by merely living them once. I hope he is correct. We will see.
Tomorrow I depart for Oldbridge to meet with the rest of my companions. With the map we have of the cultists' temple we think we might succeed where so many others have failed. Imagine – finding the Library of Skull Mountain, the accumulated tomes of a score of looted libraries, the research libraries of a dozen mages, and the writings of other worlds! Thought destroyed in the final battle my friend Jonzar swears that it survived and he
Last page of the stranger's journal
Last Deepwinter, but as you know all who know of the devilfish must die! The death of Zhonquil the Mage was no feud between wizards, it was an assassination by Them, the lurkers, the slaves to those foul creatures! I tell you truly, my knowledge of the truth is a blessing and a curse. Yes, I know we are all playthings to them, the secret masters, the ones from beyond. But that knowledge threatens to shatter my mind. And I am surrounded by fools! Can they not see?! Worries about bandits, orcs, and dragons, pfagh! All distractions, all to blind us to the slow, creeping horror of the devilfish as they corrupt more and more. The Duke threw me from his halls and the Count tried to have his priests “cure” me. I damn them all to the slavery they deserve. Yes, those who cannot recognize the Truth I speak and my genius deserve to be eternal slaves to the slime!! One day the king, the dwarves, even the haugty elves will bend their knee to me, ashamed of their arrogance in refusing to obey me as I fight Them! Who else can do so, the weak-willed king? The blind priests? The naïve paladins? NO! Only I have the wisdome, the knowledge, the vision, and the courage to save the world from slavery and worse than slavery from thos abominations from beneath the
Tuesday, July 15, 2014
How I Made NPCs Work For My Campaign
In the previous week or so I have spoken about the the background guys with levels; not the guys you specifically place as a game master; not the followers of high-level characters; none of the important NPCs but the 'other NPCs'. I talked about my theories as to their frequency, level, impact on the military, impact on economics, and impact on magic in your campaign.
I worked out a great deal of these numbers many years ago when I was trying to take my primary campaign to new levels of depth. All of the numbers seemed supported by what the PHB and DMG both said and implied. While obviously critical and impactful they still left all the heavy lifting up to me. It made perfectly good sense to me that the unsung, unspecified NPCs would be important without being critical.
And I didn't like it. Let me explain why by describing what I like in my campaigns.
I personally think AD&D starts to break down above, oh, 8th-10th level. You can absolutely play above those levels but the margin of error gets smaller - the difference between the party strolling through unchallenged and a TPK gets more and more narrow each level past 8th, in my opinion. Sure, you can switch over to politics and intrigue, but this can be done 'away from the table' and the table can be reserved for lower-level play. This is why I like jazz band adventuring; you can keep it mixed up.
For these reasons I prefer game play to mainly be below 9th level.
I also strive to make magic special; some spells are hard or impossible to find, permanent magic items are far from common, and high-level casters are a Big Deal. But low level players with no magic items and very limited spells feel, well, cheated or slighted. A +1 sword is a big treasure to a 2nd level party and making limits too low can make the players feel unappreciated. This seems like a great fit for the 'other NPC' numbers where potions and scrolls are going to be relatively common but a sharp drop-off in quantity as power goes up. By placing the NPCs capable of making big items myself I can fine tune these levels the way I like.
Unfortunately, it negatively impacts my desire to have an active Good church as a unifying force that knits demi-humans together, especially humans, and help shield fragile humanity from the horrors from beyond the walls of reality that threaten them at every turn. After all, there are a ton of clerics and magic-users among gnomes, elves, etc. and humanoids likewise have a high number of shamans, witch-doctors, etc. I wanted a similar role in human kingdoms which meant that I needed a lot more clerics.
And while I want magic to be special I was struck by the idea that the vast majority of humanity would never encounter any kind of spell caster, especially arcane casters. Yes, I like and want 5th+ level magic-users to be impressive, but I also looked at European folktales that often depicted a minor wise woman or hedge wizard common enough that in an emergency a peasant could track one down. So I needed a lot more magic-users, too.
In other words, I wanted many more leveled NPCs without it increasing the amount of magic items in the campaign and without it making PCs less special.
One of the first things I tried was to greatly increase the number of 1st level NPCs and then have them 'drop off' faster. While I had originally used the 'adjust for location' entry in the DMG to mean that leveled NPCs naturally congregated in the places PCs look for them and, thus, were actually only 1 in 1,000 what if I just take the initial entry at face value and have 1 in 100? Suddenly the number of leveled NPCs shot up tenfold to 7,800! If we use the assumption that 50% are 1st level, 25% 2nd, etc., this would mean over 650 1st level magic-users and about the same number of 1st level clerics.
That would certainly give me the larger numbers of low level clerics and magic-users!
Unfortunately, it also means that there will be about 50 clerics and magic-users capable of making scrolls and potions! There will also be more clerics that can Raise Dead, more wizards that can cast Fireball, etc. While I get the low-level numbers I want this solution really wipes out the PCs as special - they won't stand out as special until, oh, 13th-15th level.
It would also give me a population of about 2,500 1st level fighters. That is a huge difference and, if they are employed, begs the question of 'why isn't the entire standing army made up of only 3rd level fighters?'. You also end up with enough higher level spell casters to have an 8th or 9th level magic-user AND cleric in every large town and a caster capable of making permanent items in every city. The massive 8.2 million person empire would be guaranteed to have an archmage, a high priest, and a handful of guys of even higher level, meaning that the world would have plenty of people capable of casting Wish every day.
When I first did that math I thought,
'From the little I know, that looks like Forgotten Realms.'
So what if we assume 50% are 1st level, 30% are 2nd, 15% are 3rd, and then the rest are spread out between 4th and 7th?
The big problems (thousands of fighters, too many spell casters) remain even though the PCs certainly do stand out much faster! While avoiding the 'there are plenty of guys making magic items' problem it makes the 'why isn't the army just all 3rd level?' a bit worse, actually. And we haven't even spoken of things like, oh, 343 paladins
What is to be done, if anything?
What I eventually did was to create a 'third way' of getting what I wanted.
What I did was - make some NPC-only classes. I certainly wasn't the first to do this but I don't personally know of anyone else who made NPC-only classes to solve these particular problems.
I approached the NPC classes from my needs and desires for the campaign. These included a desire to both increase the number of low-powered spell casters and avoid increasing the number of high-level spell casters, the number of magic-items/those who can make magic items, and all without reducing the impact of the PCs.
I also wanted to add in something between 'untrained peasant levy' and '1st level fighter'. I was always struck by the huge differences between 'some guy' and 'professional warrior' and the only thing in-between (mercenaries) look like 'some guy in armor'.
Lastly, I wanted to represent bandits, brigands, thugs, rakes, etc. as (like with fighters) more than 'some guy in leather armor'.
The NPC classes I made are;
Men-at-Arms ( in-between 0-level peasants and 1st level fighters) - maximum of 12th level or so
Religious Brothers or Sisters (the monks, nuns, parish priests, etc. that are religious without being clerics) - maximum level of 14th or so
Hedge Wizards (the local spell casters who can cast a few small spells but might not even be literate)
Scoundrels (tougher than a peasant, not as tough as a man-at-arms, often just dumb muscle)
These classes have limited spell power, combat power, etc. so that while tougher than a peasant they do not compare with player character classes.
But what frequency should they have from the general population? And how would that affect the number of NPCs with levels in 'PC classes' like paladin?
I figured this out by starting with one assumption and a particular goal.
The assumption is that of all NPCs with NPC classes 40% would be men-at-arms, 30% religious brothers, 20% hedge wizards, and 10% scoundrels.
The goal was to have enough religious brothers that about 80% of all villages would have a 1st, 2nd, or 3rd level religious brother as a parish priest. I wanted this to reflect a vaguely Southern France in the 1200's feel to the Church of the campaign.
Since there are about 1,250 villages in Seaward that means I need about 1,000 religious brothers from 1st through 3rd level. Those would represent 87.5% of all religious brothers who, themselves, were 30% of all NPCs with NPC classes in the kingdom. Therefore, 1 in 200 NPCs will have NPC classes.
Trust me.
This means that there are;
1,560 men-at-arms
1,170 religious brothers
780 hedge wizards
390 scoundrels
This gives us about 1,020-1,025 religious brothers of 1st, 2nd, or 3rd level, exactly my goal.
Now, men-at-arms are no competition with full-fledged fighters, but if you look at the numbers with the 'standard assumptions' that means there is a single 11th level man-at-arms in the kingdom. What impact does this have? well, going through the entire 'let's roll x number of followers' is still perfectly valid, but what if, oh, 50% of these men-at-arms are the standing army? 700 or so 1st level men-at-arms with a few sergeants, lieutenants, etc., most of whom are also men-at-arms and then the rest can fill in all of those positions as bodyguards, caravan guards, etc. This can suddenly fill in a fair number of the gaps we had earlier. Now these roles aren't 'peasants with armor' without being 'a 1st level fighter watching a toll road'.
Religious brothers are parish priests, deacons, religious monks, nuns, etc. and are not fighters nor even healers until higher level. They will be doing their jobs, tending to the spiritual and personal needs of the common man throughout the kingdom. Ever wonder why clerics aren't giving sermons, converting pagans, or holding Mass? Well, it isn't their role, that is what religious brothers do. Clerics are, instead, much more like the fighting monks they are meant to be.
Hedge wizards are not the powerhouses of illusionists or magic-users, but they can make little trinkets and cast small spells. Even if the higher-level hedge wizards (and some low level ones!) all head to the towns and cities there are enough 'left over' to put one in about every other village, each making a living from small magic and good will, none ever able to cast Fireball or Conjure Elemental.
The scoundrels will be guarding illegal casinos, manning smuggler's boats, etc. relying upon their few meager hit points to earn a living.
In short, despite their higher numbers their reduced power does not overshadow the PCS or make magic items more common. Heck, they even answer a fair few questions from earlier work. The NPC classes made the background of my campaign much more coherent.
But what about NPCs with levels in PC classes? Do they 'go away'? Well, no - of course not. They just became much rarer. I used another assumption - NPCs with levels in PC classes should be at least 1/10th as common so I just made them 1 in every 2,500 NPCs. This gives us;
NPCs with levels in PC classes (1st level)
Fighters - 55
Clerics - 27
Magic-users - 26
Thieves - 20
Rangers - 7
Paladins - 6
Druids - 5
Illusionists - 5
Assassins - 4
Monks - 3
NPCs with levels in PC classes (5th)
Fighters - 7
Clerics - 4
Magic-users - 3
Thieves - 2
Ranger - 1
Paladin - 1
An illusionist or an assassin or a monk
The highest level NPC with PC classes you are going to see is going to be, oh, 9th level (and probably a fighter).
If you compare these lists to the ones I did with the initial assumptions the differences are - interesting. Overall the impact is that low level parties are just a touch less unusual but PCs become distinctive and powerful at 4th and 5th level, not 7th+. By introducing these four NPC-only classes I was able to create a campaign world where the average peasant knows someone who can cast (minor) spells - a local parish priest, or a hedge wizard - while powerful spells are more rare.
If you look at the discussion of standing armies there are more fun surprises - the standing forces become marginally tougher at the level of the individual soldier (and make human armies more on-par with humanoid forces in general) while making name-level fighters more rare.
Lastly, as DM I still have total control over the level and location of any NPC capable of making magic items. With these simple guidelines I can easily expand my campaign with just a handful of tools and be confident that it will not impact the power level or feel of my world.
Thursday, July 3, 2014
Making Magic Amazing Without Touching Mechanics
Years ago I was in a gaming circle with very regular games and with a fair number of guest DMs. One day my co-DM told me a group of his friends were visiting from another state and wanted to sit in. He also told me they had some simple requests;
1) Not to have the monster manual, DMG, or PHB read from
2) Not to be asked to look something up in the books
3) If there was a discussion on a rule that they be allowed to leave until it was resolved.
Why?
In the 12 years they had been playing as a group not one player had ever looked into a single book. These guys and gals were in their 30's and played twice a month like clockwork and had for almost 12 years but what they knew they knew from what the DM had given them either directly or from folktales and legends in the game.
The players had thought it up as a way to 'keep the wonder alive', and it worked. They were amazed with our magic items, like Boots of Elvenkind and Rings of Water Walking - they'd never seen or heard of them. There were no regenerating trolls in their campaign, so they were a shock!
But one thing that stuck with me was their spells; the elven fighter/magic-user (5th/5th) told us she was 'firing her elf bow'; she explained it was a spell taught to her by her clan. She described her character grasping a smoky, ghostly bow and drawing back the smoky wisp of a string and launching a phantasmal arrow with a single, glittering star as its arrowhead. 'If my heart is true' she said, 'it never misses'. It struck true and she did her damage - 1d10+5
Later the human mage said he was 'summoning the motes'. He cast the quick spell and described how a swirling mass of motes, each looking like a spark from a bonfire, descended from above and surrounded his target. He told us that each mote did 1 h.p. of damage but his concentration determined how many would strike. As he leveled up he got more adept at focusing them so now 4d4+4 motes would hit!
The players each had all of their spells as individual 3x5 cards with the DM's description of them in narrative form; they were (if I remember right) 'The High Clan's Elf Bow' and 'The Calling of Fiery Motes'.
Both spells are, of course, Magic Missile. Now, I love Magic Missile for a lot of reasons (there is a post in there) but this made me love it even more. Of course, when my character cast Magic Missile they'd never heard of it but liked the description ('I hold out my hand and a streak of pure magical forces shoots from 4 of my fingers, striking true of 1d4+1 each'). About 6 months later I finally met their DM and he confirmed that yup, they were Magic Missile. They had, once, tried to learn each other's spells and were sad she couldn't summon motes and of course he couldn't use the elf bow! They once fought an evil mage and tried to learn his spell Golden Lions (that caused miniature golden lions to race to the target and bite it) when they captured his spell book; they "couldn't learn" that spell, either because it was also Magic Missile.
As an aside, have you ever played Hero System, especially Champions? In the game a stream of fire, a lightning bolt, and a sonic scream might all be 8d6 Blasts; only the special effect differentiates the various powers. Hero does this best [its my blog and I say its best] but we can easily take this idea and apply it to a fantasy game.
But let's back up a bit.
I know I am not alone in emphasizing that magic isn't technology. And there is nothing wrong with,
Player: "I cast Fireball centered here"
DM: "Sure; roll damage while I make saves."
I mean - it is fast, it is easy. We all know what we are talking about.
But one of my favorite bits of writing from a game book is from the Complete Book of Necromancers by Steve Kurtz. If you haven't read this book, get it. Here is how he describes a spell,
But just as importantly, these little things can add a lot to the game and not just during play. Let me give you an example from the Seaward campaign.
Many, but not all, wizards belong to a Mage House. Mage Houses are roughly akin to clans or fraternities or similar where all the members can trace their 'magical line' from apprentice to master back to the founder of the House. So if you were the 5th son of a petty baron and were apprenticed to a member of House Relleth once you became a full mage (i.e, first level) you, too, would be a member of House Relleth just like any other mage who had been apprenticed by a House Relleth member.
Now the Houses differ a great deal; some are strict with bylaws, officers, secret halls, etc. while others are very informal and are often little more than an excuse to buy one another drinks. House Murrin has a lot of fighter/magic-users while everyone in House Atrell wears green. It is all over the place. But each major house and many minor houses have unique spells shared only with fellow house members.
Well, you can do that with a lot more than new spells, can't you? What if the version of Fireball taught by House Atrell, called Fierce Verdant Strike, is identical to Fireball except it is a burst of green fire and there is a strong smell of pinewood smoke after? What if House Murrin's variant of Hold Person, called Bind Foe, wraps the target is ghostly chains? What if any spell cast by a member of House Relleth caused tiny motes of light to float around the caster's head for a moment? These things are small but can be everything from backstory to clues ["That Lightning Bolt was blue! That means, the killer is a member of House Toneth!" ba-ba-BUUUUUM].
You don't have to use my Mage House idea for this to work. Every wizard in different and, as we know from EGG's comments on spell books from Dragon Magazine all those years ago, each caster treats each spell a bit differently. This could just be part of a caster's personality and innate gift for magic. Remember, magic isn't technology - it is OK for each caster's Magic Missile to be a little different because Magic Missile isn't made in a factory in Sheboygan, it is a magic spell that is cast a little differently by each caster. In a game.
So its pretty easy to take this to that next level where every spell caster feels unique because each spell looks unique. Those players I met way back when felt that their characters were cut from different cloth because one could cast Elf Bow while the other could Call the Motes. With very minor changes it is easy to do the same for each and every character without a ton of effort on your part.
Here are two examples from my campaign:
This is just a variation of Burning Hands that, to me at least, seems slightly more apropos for a fighter/magic-user. While standard Burning Hands might cause less damage to, say, a hell hound the Warding Blade would do less against skeletons. You could have a fighter/magic-user with Warding Blade, a magic-user with Burning Hands, and a magic-user/thief from the Northern Barbarian Tribes with SnowSpray (another variant) in the same party and each spell caster would have a unique 'feel' and be able to bring subtly different spells to bear, all without a great deal of work or true changes to mechanics.
You can do this with cleric spells, too, of course. For example;
That's just a Prayer gussied up a bit, obviously for a good cleric. An evil cleric might have a version where sounds of cackling witches and smells of brimstone distract good people and inspire the wicked to new heights of evil. One version of Know Alignment might give the caster a vision of two sets of scales on he can see while another will see auras of different colors whole a third might have an invisible imp whisper into his ear. Again, this can add a surprising amount to the game; the 'signature' of the cultists of the Plague Lord might be that all their spells that cause damage appear to inflict a disease while a cultist of the Demon Lord of Slime has an Inflict Light Wounds that looks like his hands are temporarily coated in green slime.
But, just like with magic-users, this can make each cleric feel unique.
And think of illusionists! In addition to "just" duplicating spells with illusions now they can mimic specific versions, even better imitate specific casters!
So think about this; it is a surprisingly drastic change in 'feel' for very little effort.
1) Not to have the monster manual, DMG, or PHB read from
2) Not to be asked to look something up in the books
3) If there was a discussion on a rule that they be allowed to leave until it was resolved.
Why?
In the 12 years they had been playing as a group not one player had ever looked into a single book. These guys and gals were in their 30's and played twice a month like clockwork and had for almost 12 years but what they knew they knew from what the DM had given them either directly or from folktales and legends in the game.
The players had thought it up as a way to 'keep the wonder alive', and it worked. They were amazed with our magic items, like Boots of Elvenkind and Rings of Water Walking - they'd never seen or heard of them. There were no regenerating trolls in their campaign, so they were a shock!
But one thing that stuck with me was their spells; the elven fighter/magic-user (5th/5th) told us she was 'firing her elf bow'; she explained it was a spell taught to her by her clan. She described her character grasping a smoky, ghostly bow and drawing back the smoky wisp of a string and launching a phantasmal arrow with a single, glittering star as its arrowhead. 'If my heart is true' she said, 'it never misses'. It struck true and she did her damage - 1d10+5
Later the human mage said he was 'summoning the motes'. He cast the quick spell and described how a swirling mass of motes, each looking like a spark from a bonfire, descended from above and surrounded his target. He told us that each mote did 1 h.p. of damage but his concentration determined how many would strike. As he leveled up he got more adept at focusing them so now 4d4+4 motes would hit!
The players each had all of their spells as individual 3x5 cards with the DM's description of them in narrative form; they were (if I remember right) 'The High Clan's Elf Bow' and 'The Calling of Fiery Motes'.
Both spells are, of course, Magic Missile. Now, I love Magic Missile for a lot of reasons (there is a post in there) but this made me love it even more. Of course, when my character cast Magic Missile they'd never heard of it but liked the description ('I hold out my hand and a streak of pure magical forces shoots from 4 of my fingers, striking true of 1d4+1 each'). About 6 months later I finally met their DM and he confirmed that yup, they were Magic Missile. They had, once, tried to learn each other's spells and were sad she couldn't summon motes and of course he couldn't use the elf bow! They once fought an evil mage and tried to learn his spell Golden Lions (that caused miniature golden lions to race to the target and bite it) when they captured his spell book; they "couldn't learn" that spell, either because it was also Magic Missile.
As an aside, have you ever played Hero System, especially Champions? In the game a stream of fire, a lightning bolt, and a sonic scream might all be 8d6 Blasts; only the special effect differentiates the various powers. Hero does this best [its my blog and I say its best] but we can easily take this idea and apply it to a fantasy game.
But let's back up a bit.
I know I am not alone in emphasizing that magic isn't technology. And there is nothing wrong with,
Player: "I cast Fireball centered here"
DM: "Sure; roll damage while I make saves."
I mean - it is fast, it is easy. We all know what we are talking about.
But one of my favorite bits of writing from a game book is from the Complete Book of Necromancers by Steve Kurtz. If you haven't read this book, get it. Here is how he describes a spell,
"Lady Ellandra came back on deck, this time shielded by a cold, blue aura. She began to speak in a soft and deadly whisper, her gaze fixed on the wildly shouting men on the pirate ship's quarter deck. Many of the rogues had climbed up into the rigging, where they fired arrows onto our ship. One of the bolts struck Ellandra square in the face, but it was brushed aside by her magical warding."
"As the Lady intoned the last syllable of her dreadful spell, a greenish vapor formed in the rigging above the pirate's quarter deck. Wailing resounded from the skyward cloud, like a distant chorus of lamentations. Ghostly images swirled in the haze. The billowing mist quickly descended onto the decks of Retaliator, and horrific screams rose in a deafening crescendo from the ghastly cloud, echoed now by the terrified men in its midst. Shriveled bodies plummeted from the rigging, each with a sickening thud, onto the decks below. One by one, the pirates'f lesh withered like burned paper, and the scant survivors beheld many more vaporous ghosts now swirling in the foul mist around them. And after the eternity of a few seconds, the howling cloud began to dissipate, leaving behind the wracked and twisted corpses of Retaliator's crew. The pirate ship sailed on, crewed only by the dead, fixed in its final course by a blasted corpse whose corrupted hands still clenched the helm."That was the Death Spell. But shouldn't a spell that kills scores of foes 'instantly and irrevocably' so that only a Wish can bring them back be scary?!
But just as importantly, these little things can add a lot to the game and not just during play. Let me give you an example from the Seaward campaign.
Many, but not all, wizards belong to a Mage House. Mage Houses are roughly akin to clans or fraternities or similar where all the members can trace their 'magical line' from apprentice to master back to the founder of the House. So if you were the 5th son of a petty baron and were apprenticed to a member of House Relleth once you became a full mage (i.e, first level) you, too, would be a member of House Relleth just like any other mage who had been apprenticed by a House Relleth member.
Now the Houses differ a great deal; some are strict with bylaws, officers, secret halls, etc. while others are very informal and are often little more than an excuse to buy one another drinks. House Murrin has a lot of fighter/magic-users while everyone in House Atrell wears green. It is all over the place. But each major house and many minor houses have unique spells shared only with fellow house members.
Well, you can do that with a lot more than new spells, can't you? What if the version of Fireball taught by House Atrell, called Fierce Verdant Strike, is identical to Fireball except it is a burst of green fire and there is a strong smell of pinewood smoke after? What if House Murrin's variant of Hold Person, called Bind Foe, wraps the target is ghostly chains? What if any spell cast by a member of House Relleth caused tiny motes of light to float around the caster's head for a moment? These things are small but can be everything from backstory to clues ["That Lightning Bolt was blue! That means, the killer is a member of House Toneth!" ba-ba-BUUUUUM].
You don't have to use my Mage House idea for this to work. Every wizard in different and, as we know from EGG's comments on spell books from Dragon Magazine all those years ago, each caster treats each spell a bit differently. This could just be part of a caster's personality and innate gift for magic. Remember, magic isn't technology - it is OK for each caster's Magic Missile to be a little different because Magic Missile isn't made in a factory in Sheboygan, it is a magic spell that is cast a little differently by each caster. In a game.
So its pretty easy to take this to that next level where every spell caster feels unique because each spell looks unique. Those players I met way back when felt that their characters were cut from different cloth because one could cast Elf Bow while the other could Call the Motes. With very minor changes it is easy to do the same for each and every character without a ton of effort on your part.
Here are two examples from my campaign:
Warding BladeLevel: 1
Range: 0
Duration: Instantaneous
Components: V, S, M
Casting Time: 1 segment
Area of Effect: see description
Save: none
This spell summons a sword blade that slices through the air in front of the caster causing all creatures that are both in the casters front 120 degree arc and no further away than 3' to take 2 h.p. of damage per caster rank. This damage is treated as 'edged' or 'slashing'. The mystic sword, which vanishes instantly, can harm any creature and it cannot be dodged and never misses creatures in its arc.
The material component is a sliver of iron.
This is just a variation of Burning Hands that, to me at least, seems slightly more apropos for a fighter/magic-user. While standard Burning Hands might cause less damage to, say, a hell hound the Warding Blade would do less against skeletons. You could have a fighter/magic-user with Warding Blade, a magic-user with Burning Hands, and a magic-user/thief from the Northern Barbarian Tribes with SnowSpray (another variant) in the same party and each spell caster would have a unique 'feel' and be able to bring subtly different spells to bear, all without a great deal of work or true changes to mechanics.
You can do this with cleric spells, too, of course. For example;
Defende nos in ProelioLevel: 3
Range: 0
Duration: 1 round per level
Components: V, S, M
Casting Time: 6 segments
Area of Effect: 60' and special, see below
Save: None
When this prayer is completed all within 60' of the caster have the impression that there are people just outside of their vision; winged men in armor with bared swords filled with a terrible resolve. These creatures are caught out of the corner of the eye or in brief flashes. The righteous are filled with courage and calm, the wicked feel fear and doubt. All thosewithin 60' who are of good will to the caster gain a +1 bonus on all rolls to hit, damage, or to save. Conversely, enemies of the priest receive -1 on all rolls to hit, damage, or saves. The visions and effects end with the spell.
That's just a Prayer gussied up a bit, obviously for a good cleric. An evil cleric might have a version where sounds of cackling witches and smells of brimstone distract good people and inspire the wicked to new heights of evil. One version of Know Alignment might give the caster a vision of two sets of scales on he can see while another will see auras of different colors whole a third might have an invisible imp whisper into his ear. Again, this can add a surprising amount to the game; the 'signature' of the cultists of the Plague Lord might be that all their spells that cause damage appear to inflict a disease while a cultist of the Demon Lord of Slime has an Inflict Light Wounds that looks like his hands are temporarily coated in green slime.
But, just like with magic-users, this can make each cleric feel unique.
And think of illusionists! In addition to "just" duplicating spells with illusions now they can mimic specific versions, even better imitate specific casters!
So think about this; it is a surprisingly drastic change in 'feel' for very little effort.
Monday, June 30, 2014
Inspired by Other Bloggers - Back in the Day and Now
Last night I saw an interesting article in my Google+ feed - this fun bit. Inspired, I will do the same and related my experiences.
I started D&D in '77 on March 15th. Yes, I remember the specific day because there was a Shakespeare play going on at the time. The guy running it was a college freshman at Ball State and was using the white box rules for a game with his girlfriend, some high school kids - and me. I am forever grateful to the two girls who insisted I be able allowed to play even though I was 9.
I remember setting as fairly important; the DM used French to indicate when we were speaking to traders from other lands and his girlfriend used German to represent the barbarians from the North. I was soon with a group of middle schoolers with a high school age DM and he also had a fairly detailed setting with the politics between the elves and the dwarves really setting the tone.
By the end of the year I had Traveller, the Holmes basic set, and Chivalry & Sorcery. C&S has a huge impact on me because it was very focused on setting and on background. And Traveller added skills! I loved the snap and crunch of Traveller with all the math, the ship design, etc. And I liked the complexity of C&S. But I played D&D the most, with a bullet.
In '78 I started working on a setting for my own D&D campaign, a port city called Seaward. Originally it was a crude map of a small city, a nearby set of smugglers' caves, and where the wizard's tower was. My players seemed to love the background and settings. The style of play for us was similar to this;
-Make characters (3d6 in order, roll 3 sets and pick the one you like)
-Make the new character part of the setting with backstory
-Have fun.
Character death was fairly common.
Around 1980 I noticed that the modules I had gotten had really changed the map - figuring out where to put them, how they fit into the world, etc. really spread out the map and added a lot of depth. My house rules were both well begun and under constant revision. I was actively trying to figure out how to get Traveller-style rules in my D&D setting when three things happened in quick succession; I moved, I received the World of Greyhawk folio as a gift; and I received Rolemaster as a gift.
The impact of Rolemaster on how I thought about gaming was huge, bigger than C&S had been. The Greyhawk folio made me look at the Seaward setting from a 'top down' perspective; my new set of players were very, very strong on the rules without being rules lawyers.
Before you know it I was running two campaigns; one in Greyhawk where it was official modules and Seaward where it was original stuff. This was also the time of my first 'reboot' of Seaward - much like Crisis on Infinite Earths I fixed continuity errors and cleaned up the maps and storylines. Another interesting development was how the players wanted to move characters between the two campaigns. We also all used what we called 'strict time'; sometimes characters were unavailable so we began having henchmen go as adventurers when their boss was out - the beginnings of what I call jazz band adventuring although not nearly as sophisticated as it became later.
During this time;
-setting was still very important as a tool for adding depth to the game
-a lot of my players had henchmen as quasi-substitute characters
-When character death was a little less common character 'so messed up he is out for months' was more common than ever
After joining the army I was all over the map in more ways than one. My looooong training schools allowed me to participate in a very, very fun game of Champions and play in a campaign where the GM had only ever played Rolemaster, knew every rule inside and out, and was running in a homebrew setting. Those two GMs taught me a great deal about being prepared, session prep, plotline development, and collaborating with the players. I was also playing a fair amount of D&D including a number of very memorable 'one shots' with someone who went on to win several prestigious awards as a movie producer.
Then I was lucky enough to join Lew Pulsipher's D&D group. As I have mentioned before, Lew had already solidified what I call 'jazz band adventuring' and his setting, Tonilda, was a revelation in its simplicity. Most importantly, he is a full-blown game theorist and we often had long discussion about theory and did a fair amount of experimentation.
Of course, 2e cam out shortly thereafter and I did my second reboot of Tonilda to incorporate a lot of the things I had learned.
During this time;
-setting settled in as what I still consider it to be to this day - a framework for plot development that allows various stories, characters, etc. to interact so that there is a feeling of verisimilitude to the game and more depth for all involved
-I realized that the balance between complexity and simplicity should vary and that the difference in 'feel' between systems is often about this balance
I wanted to insert a little note, here, about my experiences as a gamer.
I feel like I am a bit unusual as a gamer - I have been to two RPG conventions ever and while I enjoyed them well enough I doubt that I will ever be to many more. I have never, ever had any experience with being bullied, etc., about gaming. I had motorcycle racers and football players in my games from day one and a small majority of all of my players were special forces, airborne, or rangers. With a few exceptions I have always had girls or women in my gaming groups. I sometimes feel that this is anomalous since a fair number of my peers talk about their experience as very different than this.
Storytelling/White Wolf/WoD came along just as I was transitioning from the army to civilian life. I have mentioned other places that I largely enjoyed WoD as a concept but I did not ever run it and was not a fan after playing it. Story and setting had been a part of my campaigns from the beginning but were always secondary to adventure and fun.
I did run 3e for a number of years and used Seaward (not the main campaign area) for those games. While there are certainly great elements in 3e the complexity level was a bit too high for my players and I to enjoy it as much as earlier versions. We kept largely the same attitude; fun and adventure is first, story and setting add to fun and adventure, rules need to be balanced between simple and complex. My 3e campaign died a neglectful death since my players were always asking to play something else.
I experimented pretty heavily in this time with Rolemaster, Fantasy Hero, new C&S, etc. but always kept coming back to 1e and 2e. I was an eager fan of HackMaster 4th and really enjoyed it. My wife is a huge fan of AD&D 2nd edition Skills and Powers so I eventually created a new campaign world, Blackstone, to run a dedicated 2e S&P campaign.
Blackstone was the primary campaign for a few years while Seaward lurked about. Eventually my kids wanted to play more 1e and Seaward was back out in full. We still keep story and setting in support of adventuring and fun, as the kids age we use jazz band adventuring more and more, and we like the level of complexity between 1e and 2e S&P.
4e went by pretty fast and it was some time sbefore I got the books - my sons play it as a tactical warfare simulator. I heard of and acquired OSRIC, S&W, etc. all pretty early and enjoy them a great deal.
I currently run a 1e campaign (Seaward), a 2e S&P campaign (Blackstone), and a Champions campaign (Champions of Atlanta). I still wish I could figure out how to play Rolemaster more. I still wish I played as much as I GM.
What are your histories like?
I started D&D in '77 on March 15th. Yes, I remember the specific day because there was a Shakespeare play going on at the time. The guy running it was a college freshman at Ball State and was using the white box rules for a game with his girlfriend, some high school kids - and me. I am forever grateful to the two girls who insisted I be able allowed to play even though I was 9.
I remember setting as fairly important; the DM used French to indicate when we were speaking to traders from other lands and his girlfriend used German to represent the barbarians from the North. I was soon with a group of middle schoolers with a high school age DM and he also had a fairly detailed setting with the politics between the elves and the dwarves really setting the tone.
By the end of the year I had Traveller, the Holmes basic set, and Chivalry & Sorcery. C&S has a huge impact on me because it was very focused on setting and on background. And Traveller added skills! I loved the snap and crunch of Traveller with all the math, the ship design, etc. And I liked the complexity of C&S. But I played D&D the most, with a bullet.
In '78 I started working on a setting for my own D&D campaign, a port city called Seaward. Originally it was a crude map of a small city, a nearby set of smugglers' caves, and where the wizard's tower was. My players seemed to love the background and settings. The style of play for us was similar to this;
-Make characters (3d6 in order, roll 3 sets and pick the one you like)
-Make the new character part of the setting with backstory
-Have fun.
Character death was fairly common.
Around 1980 I noticed that the modules I had gotten had really changed the map - figuring out where to put them, how they fit into the world, etc. really spread out the map and added a lot of depth. My house rules were both well begun and under constant revision. I was actively trying to figure out how to get Traveller-style rules in my D&D setting when three things happened in quick succession; I moved, I received the World of Greyhawk folio as a gift; and I received Rolemaster as a gift.
The impact of Rolemaster on how I thought about gaming was huge, bigger than C&S had been. The Greyhawk folio made me look at the Seaward setting from a 'top down' perspective; my new set of players were very, very strong on the rules without being rules lawyers.
Before you know it I was running two campaigns; one in Greyhawk where it was official modules and Seaward where it was original stuff. This was also the time of my first 'reboot' of Seaward - much like Crisis on Infinite Earths I fixed continuity errors and cleaned up the maps and storylines. Another interesting development was how the players wanted to move characters between the two campaigns. We also all used what we called 'strict time'; sometimes characters were unavailable so we began having henchmen go as adventurers when their boss was out - the beginnings of what I call jazz band adventuring although not nearly as sophisticated as it became later.
During this time;
-setting was still very important as a tool for adding depth to the game
-a lot of my players had henchmen as quasi-substitute characters
-When character death was a little less common character 'so messed up he is out for months' was more common than ever
After joining the army I was all over the map in more ways than one. My looooong training schools allowed me to participate in a very, very fun game of Champions and play in a campaign where the GM had only ever played Rolemaster, knew every rule inside and out, and was running in a homebrew setting. Those two GMs taught me a great deal about being prepared, session prep, plotline development, and collaborating with the players. I was also playing a fair amount of D&D including a number of very memorable 'one shots' with someone who went on to win several prestigious awards as a movie producer.
Then I was lucky enough to join Lew Pulsipher's D&D group. As I have mentioned before, Lew had already solidified what I call 'jazz band adventuring' and his setting, Tonilda, was a revelation in its simplicity. Most importantly, he is a full-blown game theorist and we often had long discussion about theory and did a fair amount of experimentation.
Of course, 2e cam out shortly thereafter and I did my second reboot of Tonilda to incorporate a lot of the things I had learned.
During this time;
-setting settled in as what I still consider it to be to this day - a framework for plot development that allows various stories, characters, etc. to interact so that there is a feeling of verisimilitude to the game and more depth for all involved
-I realized that the balance between complexity and simplicity should vary and that the difference in 'feel' between systems is often about this balance
I wanted to insert a little note, here, about my experiences as a gamer.
I feel like I am a bit unusual as a gamer - I have been to two RPG conventions ever and while I enjoyed them well enough I doubt that I will ever be to many more. I have never, ever had any experience with being bullied, etc., about gaming. I had motorcycle racers and football players in my games from day one and a small majority of all of my players were special forces, airborne, or rangers. With a few exceptions I have always had girls or women in my gaming groups. I sometimes feel that this is anomalous since a fair number of my peers talk about their experience as very different than this.
Storytelling/White Wolf/WoD came along just as I was transitioning from the army to civilian life. I have mentioned other places that I largely enjoyed WoD as a concept but I did not ever run it and was not a fan after playing it. Story and setting had been a part of my campaigns from the beginning but were always secondary to adventure and fun.
I did run 3e for a number of years and used Seaward (not the main campaign area) for those games. While there are certainly great elements in 3e the complexity level was a bit too high for my players and I to enjoy it as much as earlier versions. We kept largely the same attitude; fun and adventure is first, story and setting add to fun and adventure, rules need to be balanced between simple and complex. My 3e campaign died a neglectful death since my players were always asking to play something else.
I experimented pretty heavily in this time with Rolemaster, Fantasy Hero, new C&S, etc. but always kept coming back to 1e and 2e. I was an eager fan of HackMaster 4th and really enjoyed it. My wife is a huge fan of AD&D 2nd edition Skills and Powers so I eventually created a new campaign world, Blackstone, to run a dedicated 2e S&P campaign.
Blackstone was the primary campaign for a few years while Seaward lurked about. Eventually my kids wanted to play more 1e and Seaward was back out in full. We still keep story and setting in support of adventuring and fun, as the kids age we use jazz band adventuring more and more, and we like the level of complexity between 1e and 2e S&P.
4e went by pretty fast and it was some time sbefore I got the books - my sons play it as a tactical warfare simulator. I heard of and acquired OSRIC, S&W, etc. all pretty early and enjoy them a great deal.
I currently run a 1e campaign (Seaward), a 2e S&P campaign (Blackstone), and a Champions campaign (Champions of Atlanta). I still wish I could figure out how to play Rolemaster more. I still wish I played as much as I GM.
What are your histories like?
Saturday, June 21, 2014
Play Report - Three First-Time Players
As I mentioned earlier yesterday evening I hosted a family of friends. The dad, D., had played 1e in high school and college but had no group when he moved for his first job 20 years ago. He came over with thee of his kids: son M. (14), daughter T., 12, and daughter C., 9. My sons J., A., S., and N. all assisted in setup and character creations.
We started by just talking about RPGs in general over snacks and lemonade. The kids were eager, having heard tales from the table from their father all week. M. is a Full Metal Alchemist fan and had some general ideas about character motivation; T. is an artist and had character concept sketches; C. was just ready to have fun.
We moved on and J. rolled up a character as a demo; he rolled Str 17 Int 11 Wis 9 Dex 11 Con 14 Cha 9 - a classic 3d6 in order fighter. We took our time and explained hit points, armor class, weapon proficiencies, etc. as we went. Total time to roll up, equip, and discuss creation was about 25 minutes. Then J., A., S., and N. helped all four of the visitors make characters. We ended up with:
C. - human magic-user with 1 h.p. and A.C. 10
T. - elven fighter/magic-user with 5 h.p. and A.C. 10
M. - human thief with h.p. 2 and A.C. 5/8
D. - human illusionist with h.p. 4 and A.C. 8/10
Yup, a 3d6 in order illusionist.
and J. with his new fighter, u.p. 8, A.C. 5
With the heavy skew towards casters I was really glad J. had done a straight fighter.
I then took them aside in ones and twos and explained how some of them knew each other ["J., you and T. have the same swordmaster trainer; C., you and T. have the same wizard mentor; T., and C. you have met D. who is mentored by your mentor's husband; J., you and M. have done some 'little jobs' for the town guard captain every now and then", etc.]
Once that little web of acquaintance was established the town guard captain dropped a story on J. about how a small village had a reward for people willing to figure out some missing people. In a few moments the web of acquaintances had resulted in a team on its way tot he village of Stowanger.
Note: Normally I give each character a sheet of things they know, rumors they have heard, secrets they are keeping, and people they know at the end of character creation, but I also usually spend a fair amount of time with each person over each character. Since this was a 'training session' I abbreviated this a lot! Still, I made sure they didn't 'all just meet in an inn'. I also slipped the human magic-user a tube of salve from her grandmother.
Note: My son, J., wrote a list of 'basic adventuring equipment for 10 g.p.' and 'basic riding horse package for 45 g.p.' and we printed this out - a great help for newbies!
Off they went on the River Road, eventually stopping in the (soon to be) famous Sad Wolf Tavern in Ham-on-Wye. After spending the night they set out south to the sleepy village of Stowanger and its only public building, the Church of St. Aledhel of the Elves. They asked good questions, spoke to the locals, and eventually figured out that the people going missing had all recently come into money. They asked if anyone had recently come into money and were soon camped in the Brownside family barn, watching their house.
The next day it rained all day and night. At the end of first night watch the fighter/magic-user spotted movement in the rain-soaked night. Like many first-time players she almost didn't think to wake anyone else up before going out, alone, to investigate. She remembered, though, and the group soon identified the shapes as kobolds trying to pry open a shutter of the house. The party developed a fairly interesting plan of the magic-user casting Dancing Lights as a ghostly figure appearing amidst the main group of kobolds and then the party attempting to capture one of the isolated kobolds on lookout.
The sudden appearance of the spell effect startled the kobolds enough that the main group fled (pretty badly failed morale check) and the party did try to capture a kobold, ending up with a dead one and one at -3 but stable.
No cleric, so no way to get the wounded kobold to interrogation ready in decent time.
The party then quizzed Farmer Brownside about where the kobolds might be; he eventually mentioned the 'haunted mill'. The party set off for this building after using the salve to heal a hit point or two and getting some sleep.
Note: I was using Syrinscape with a bluetooth speaker set in the middle of the table- the players, new and experienced alike, loved the weather and battle noises; they said it added a lot and kept the in-game conditions in their mind.
The old mill is a 30' deep, 40' wide 2 storey structure with no windows on the first floor (but a broken old door hangs from from the only entrance, on the ground floor. There are windows all around the second floor.
The thief decided to climb up to a second floor window and scout - one failed climb walls check later and the entire party is creeping up to the front door and another use of the salve is gone.
The ground floor of the mill has the broken machinery of the milling process and a number of areas for stacking grain sacks - 10' x 10' stalls with 2' high walls. The floor is covered in dried leaves, rotted old burlap bags (empty), and such debirs and their is a staircase to the second floor in the corner.
The thief decides to scout ahead and promptly steps into a bear trap hidden under the debris. The noise prompts 6 kobolds to rise from hiding in the stalls and unleash a storm of javelins! My dice hate me and they all missed.
Note: The three bear traps are in very specific places on the map - don't walk there, no trap. This is the 11th time I have run the old mill for new players. The thief was the first to go in every time; the thief failed to search for traps every time; the thief hit one of the three hidden bear traps every time.
The prepared illusionist immediately cast Darkness, covering half the first floor and shielding the party from 1/2 the ambushers. J., and T. immediately close with the other kobolds. In the next three rounds of combat the party deals with 4 of the 6 kobolds they had seen and one kobold escaped up the stairs. They also (finally) got the thief free, but he was down to 0.5 hit points (yes, I keep track of 1/2 hit points) and unable to fight.
Note: In the past I have typically explained 1e combat starting with rounds and then breaking that down into segments. This time, after thinking about HackMaster Advanced, I explained combat starting with segments and then moving on to rounds. One group isn't "data" but they seemed to grasp the basics of combat a lot faster this way.
Then a secret door opened and a lot more kobolds started coming in. Then more started coming down the stairs. J., ordered everyone out while he held them off, but they insisted he go and actually held off the hordes long enough for him to get away with just a little javelin hit.
Note: When running the old mill I prefer to have one of the experienced players do a 'heroic last stand' and die. Why? Well, to show that it is just a game and characters die. And to show that an awesome, courageous death in a game can be pretty cool. Also, I coach the player a little bit - when the death happens they talk a bit about how that was pretty cool, then pull out another character and let me know they are ready if I need to introduce the new guy. This, again, stresses that this is a game, that characters die, etc. it also sets them up for jazz band adventuring where each player has a stable of characters that they mix and match.
Since I often am teaching younger players (under 10 fairly often, like this time) this, in my own experience, gives them the emotional distance they need; people that age naturally and properly become emotionally attached to characters and don't like Bad Things to happen to their family and friends. The staged 'heroic death' helps teach them that, once more, it is just a game. If they seem really upset? The party retrieves the body, they visit the bishop and they all learn about Raise Dead, too!
This time, though, the party's actions had set up a viable escape plan - J. didn't want to act totally irrational and I didn't want to 'punish' the party by just dumping new critters on them until their foresight and planning didn't matter so - he lived.
The party rushed back to the village and sent word to the local baron - before sunset troops arrived, the remaining kobolds were cleared out, and the party had its reward money.
This was obviously a short, sweet adventure designed to quickly introduce new players to ideas ranging from searching for traps to cover to roleplaying asking locals questions. It went well, they all had fun, and they all want to play again.
Mission accomplished!
We started by just talking about RPGs in general over snacks and lemonade. The kids were eager, having heard tales from the table from their father all week. M. is a Full Metal Alchemist fan and had some general ideas about character motivation; T. is an artist and had character concept sketches; C. was just ready to have fun.
We moved on and J. rolled up a character as a demo; he rolled Str 17 Int 11 Wis 9 Dex 11 Con 14 Cha 9 - a classic 3d6 in order fighter. We took our time and explained hit points, armor class, weapon proficiencies, etc. as we went. Total time to roll up, equip, and discuss creation was about 25 minutes. Then J., A., S., and N. helped all four of the visitors make characters. We ended up with:
C. - human magic-user with 1 h.p. and A.C. 10
T. - elven fighter/magic-user with 5 h.p. and A.C. 10
M. - human thief with h.p. 2 and A.C. 5/8
D. - human illusionist with h.p. 4 and A.C. 8/10
Yup, a 3d6 in order illusionist.
and J. with his new fighter, u.p. 8, A.C. 5
With the heavy skew towards casters I was really glad J. had done a straight fighter.
I then took them aside in ones and twos and explained how some of them knew each other ["J., you and T. have the same swordmaster trainer; C., you and T. have the same wizard mentor; T., and C. you have met D. who is mentored by your mentor's husband; J., you and M. have done some 'little jobs' for the town guard captain every now and then", etc.]
Once that little web of acquaintance was established the town guard captain dropped a story on J. about how a small village had a reward for people willing to figure out some missing people. In a few moments the web of acquaintances had resulted in a team on its way tot he village of Stowanger.
Note: Normally I give each character a sheet of things they know, rumors they have heard, secrets they are keeping, and people they know at the end of character creation, but I also usually spend a fair amount of time with each person over each character. Since this was a 'training session' I abbreviated this a lot! Still, I made sure they didn't 'all just meet in an inn'. I also slipped the human magic-user a tube of salve from her grandmother.
Note: My son, J., wrote a list of 'basic adventuring equipment for 10 g.p.' and 'basic riding horse package for 45 g.p.' and we printed this out - a great help for newbies!
Off they went on the River Road, eventually stopping in the (soon to be) famous Sad Wolf Tavern in Ham-on-Wye. After spending the night they set out south to the sleepy village of Stowanger and its only public building, the Church of St. Aledhel of the Elves. They asked good questions, spoke to the locals, and eventually figured out that the people going missing had all recently come into money. They asked if anyone had recently come into money and were soon camped in the Brownside family barn, watching their house.
The next day it rained all day and night. At the end of first night watch the fighter/magic-user spotted movement in the rain-soaked night. Like many first-time players she almost didn't think to wake anyone else up before going out, alone, to investigate. She remembered, though, and the group soon identified the shapes as kobolds trying to pry open a shutter of the house. The party developed a fairly interesting plan of the magic-user casting Dancing Lights as a ghostly figure appearing amidst the main group of kobolds and then the party attempting to capture one of the isolated kobolds on lookout.
The sudden appearance of the spell effect startled the kobolds enough that the main group fled (pretty badly failed morale check) and the party did try to capture a kobold, ending up with a dead one and one at -3 but stable.
No cleric, so no way to get the wounded kobold to interrogation ready in decent time.
The party then quizzed Farmer Brownside about where the kobolds might be; he eventually mentioned the 'haunted mill'. The party set off for this building after using the salve to heal a hit point or two and getting some sleep.
Note: I was using Syrinscape with a bluetooth speaker set in the middle of the table- the players, new and experienced alike, loved the weather and battle noises; they said it added a lot and kept the in-game conditions in their mind.
The old mill is a 30' deep, 40' wide 2 storey structure with no windows on the first floor (but a broken old door hangs from from the only entrance, on the ground floor. There are windows all around the second floor.
The thief decided to climb up to a second floor window and scout - one failed climb walls check later and the entire party is creeping up to the front door and another use of the salve is gone.
The ground floor of the mill has the broken machinery of the milling process and a number of areas for stacking grain sacks - 10' x 10' stalls with 2' high walls. The floor is covered in dried leaves, rotted old burlap bags (empty), and such debirs and their is a staircase to the second floor in the corner.
The thief decides to scout ahead and promptly steps into a bear trap hidden under the debris. The noise prompts 6 kobolds to rise from hiding in the stalls and unleash a storm of javelins! My dice hate me and they all missed.
Note: The three bear traps are in very specific places on the map - don't walk there, no trap. This is the 11th time I have run the old mill for new players. The thief was the first to go in every time; the thief failed to search for traps every time; the thief hit one of the three hidden bear traps every time.
The prepared illusionist immediately cast Darkness, covering half the first floor and shielding the party from 1/2 the ambushers. J., and T. immediately close with the other kobolds. In the next three rounds of combat the party deals with 4 of the 6 kobolds they had seen and one kobold escaped up the stairs. They also (finally) got the thief free, but he was down to 0.5 hit points (yes, I keep track of 1/2 hit points) and unable to fight.
Note: In the past I have typically explained 1e combat starting with rounds and then breaking that down into segments. This time, after thinking about HackMaster Advanced, I explained combat starting with segments and then moving on to rounds. One group isn't "data" but they seemed to grasp the basics of combat a lot faster this way.
Then a secret door opened and a lot more kobolds started coming in. Then more started coming down the stairs. J., ordered everyone out while he held them off, but they insisted he go and actually held off the hordes long enough for him to get away with just a little javelin hit.
Note: When running the old mill I prefer to have one of the experienced players do a 'heroic last stand' and die. Why? Well, to show that it is just a game and characters die. And to show that an awesome, courageous death in a game can be pretty cool. Also, I coach the player a little bit - when the death happens they talk a bit about how that was pretty cool, then pull out another character and let me know they are ready if I need to introduce the new guy. This, again, stresses that this is a game, that characters die, etc. it also sets them up for jazz band adventuring where each player has a stable of characters that they mix and match.
Since I often am teaching younger players (under 10 fairly often, like this time) this, in my own experience, gives them the emotional distance they need; people that age naturally and properly become emotionally attached to characters and don't like Bad Things to happen to their family and friends. The staged 'heroic death' helps teach them that, once more, it is just a game. If they seem really upset? The party retrieves the body, they visit the bishop and they all learn about Raise Dead, too!
This time, though, the party's actions had set up a viable escape plan - J. didn't want to act totally irrational and I didn't want to 'punish' the party by just dumping new critters on them until their foresight and planning didn't matter so - he lived.
The party rushed back to the village and sent word to the local baron - before sunset troops arrived, the remaining kobolds were cleared out, and the party had its reward money.
This was obviously a short, sweet adventure designed to quickly introduce new players to ideas ranging from searching for traps to cover to roleplaying asking locals questions. It went well, they all had fun, and they all want to play again.
Mission accomplished!
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Monday, June 2, 2014
DM's Log - Blackstone Campaign, sessions 3&4
Previous entry is here.
This is 'Group 2' in the campaign and the party is;
My son J. plays a 2/3 Illusionist/Thief Gnome named... Steve, Or Bob. Or Tom. It varies. My son A. plays a Half-elf 2/2 Fighter/magic-user named Drake My son S. plays a Half-elf 2/3 Fighter/Thief named Sir Neun Hammerfist My son N. plays a Human 4th level Fighter specialized in the falchion named Tellon My wife plays a Human 4th level Cleric named Marigold
Also with the party is Marigold's henchman, Kugel the Stern, a 1st level Dwarf cleric and Neun's bodyguard (henchman) Clandrel, a 1st level fighter.
This is 'Group 2' in the campaign and the party is;
My son J. plays a 2/3 Illusionist/Thief Gnome named... Steve, Or Bob. Or Tom. It varies. My son A. plays a Half-elf 2/2 Fighter/magic-user named Drake My son S. plays a Half-elf 2/3 Fighter/Thief named Sir Neun Hammerfist My son N. plays a Human 4th level Fighter specialized in the falchion named Tellon My wife plays a Human 4th level Cleric named Marigold
Also with the party is Marigold's henchman, Kugel the Stern, a 1st level Dwarf cleric and Neun's bodyguard (henchman) Clandrel, a 1st level fighter.
After resting in the corridor the party continued their explorations. In the next room they found the large, seemingly-dead seemingly-a-tree room. Very concerned, Steve reached into his Bag of Tricks and pulled out - a bull! He sent the bull into the room where it was promptly paralyzed and the tree began to eat it. Realizing a majority of its tentacles were being used to haul the bull to the 'tree's' mouth the fighters closed with it and killed it surprisingly quickly. Beyond the room the party realized they were back in the large space where they had fought the amphisbaena. They checked the lone door from that room they had yet to open and discovered that the hallway beyond was rather odd. The floor dorpped off perhaps 20' and the floor was covered with pale thorn bushes and large, dew-speckled white flowers. There were bronze bars crossing the hall every 10'. The party uttered a collective 'not going that way' and shut the dorr, returning to what they now called 'the cat room' via the dead 'tree' room.
Marigold, the cleric, had had a dream, however, about the room holding Xipe and the party decided they had to clear it out. The 'stuffed' jaguar was now pacing the hall but ignored the party. The walls had fresh human skins and fresh blood on the floor. The party was tightly focused on the statue and was preparing to unleash the majority of their spell power on it, thinking it was enchanted, when Drake wandered over to the well and realized it was full of liquid light. His insistence that the party examine the well and airshaft before they did more agitated some party members, but they listened. Another Bag of Tricks animal (a goat, I believe) was tossed into the well and showed that it was lethal. Drake, believing more was going on, shouted up the air shaft - and a booming voice responded! Drake (who speak ogrish) argued with the voice as Steve and Neun silently (and in the case of Steve invisibly) clambered up the shaft, trailing a rope.
The two thieves soon realized that there was an entrance in the side of the shaft and that the voice was coming from inside. They swiftly anchored a rope as Drake told the 'god' that, intimidated, the party was leaving but would return with offerings. As soon as that was said the party began swarming up the rope to get into the room, Steve leading the was unseen.
Tellon, who is a cuisinart, was the first visible member to climb in and held Xipe back as more joined the fun. Xipe tried his shout attack (with little effect) and the fight was over in just 3 rounds. The party realized "Xipe" was an Ogre Mage shapechanged to resemble the statue below and found journals in the language of Zingara that indicated he was an agent of some overlord who wanted to expand into the Fever Lands. The party gathered the valuables and left.
Finally going through virtualy the last door on the level they came to a long corridor. At a bend in the corridor was a large stone lid in the floor inscribed with the phrase,
"Dare not open this pit unless you are willing to meet the challenge of the game".
The party uttered a collective, 'you got it' and continued.
In a long room they found several rather messily-dead baboons from a long time before and, at the end of the hall, a large spherical object floating through the air with a central eye and eyestalks! Steve promptly feathered its brisket with a clothyard shaft, detonating the gas spore 40' away. After the cloud of dust (and a bit of the ceiling) settled the party went on and found a ramp going down.
As the party descended they heard grinding and saw a massive stone wheel careening down the ramp. Everyone was able to get out of the way, but Drake lost his backpack and (thus) all his rations, limiting the party's time underground. The wheel smashed open the doors at the base of the ramp and a large number of fire beetles rushed out. 3 rounds of spells, missile weapons, and a little hand to hand and the beetles were. all dead. Steve used some of their glands to save on torches.
They cleared out the fire beetle nest in the next room and proceeded down a corridor. About halfway down they were trapped between two stone doors that slid from the ceiling and then they trap began filling with sand. Drake and Tellon immediately began hacking at the far door as Steve and Neun tried to disarm or block the trap. All saw a will o' the wisp enter the area and knew it was a death trap.
Once again the lethality of Tellon shone through and the door was hacked apart in plenty of time. Marigold covered Steve with a Protection from Evil and he warded the party from the will o' the wisp as they fled the area. Further down the hall the party encountered an open pit with long-dead bodies at the bottom. The further hallway looked clear. Steve once more fetched an animal from his Bag of Tricks, an own, and ordered it to fly across - it promptly hit an invisible wall and fell into the it. Only stunned, it soon revealed that there were gaps in the invisible wall on each side. The party was soon across the pit. From the far side the pillar blocking the middle of the hall was visible.
Before much longer they party came to a fork in the passages. Deciding that since the only known way in was blocked by the sand trap the party had a new primary goal - finding another way out! The party changed its normal search pattern and started trying to edge back around to another way up. They came to a hall where the walls had stone eagle heads sticking out, one with a gold ring - the party simply marched past. Just beyond were dozens of human figures. As the party advanced they animated and attacked as zombies. Marigold turned her maximum number on her first attempt and then Tellon and Drake made short work of them with a lot of help from Neun and Marigold as Steve kept an eye out.
Beyond was a room with fading writing on the walls and two figures on stone couches that looked asleep. The writing spelled out,
"The capitol has fallen. God save the emperor."
Drake reached out and touched the male - within moments both had woken up and began speaking in Kadari [an ancient tongue that only survives as the language magic]. Drake could understand it but Steve could not (illusionists use another tongue). The Conversation went something like this,
The Sleepers: "Who sits on the Jade Throne?"
Drake: "The Jade Throne is empty"
Sleepers: "The civil war still is fought? Which side are you on, the Imperial Family or [She Who Would Rule]?"
Drake: "I take no side in the civil war"
Sleepers: "A barbarian! Even in this foul shrine to an evil cult have the barbarians come! Pay us the [required fee to enter the empire] and you may loot this foul place as you wish"
Drake: "I am no barbarian. The civil war is long over. The Jade Empire is no more. Since your time the Ruby Empire and the Emerald Empire have both risen and fallen."
Sleepers [stunned}: "What year is it?"
Drake [after checking with Marigold]: "6,640 years since the founding of the Jade Throne."
Sleepers [the woman is now weeping]: "Our apprentices were to awaken us after the battle with the cultists was over. They must... They must have perished."
He looked around,
"The spells that trapped us here are long faded."
Looking back at Drake,
"Please take this and keep it."
He handed Drake a piece of amber with a tiny red beetle trapped within. A moment later he had teleported them both away.
The party did not disturb the room. Neun drank a potion of treasure finding to help them look for the golden idol. One of the doors led to the fire beetles nest, so they now had a way out. Checking the last door from the room of the sleepers they found a massive block sealing off a corridor. The party slid it left and found a ramp up with stone rollers in the floor. Steve went up alone to scout and soon realized that the ramp led to very near where he had killed the gas spore. he returned to the party and told them what he had found. The party returned to their normal search pattern, soon finding a secret door they had previously missed in the corridor of eagle heads. While Neun and Steve were checking the secret door for traps Drake simply picked up the golden ring in the eagle head's mouth, showed it to the party, and pocketed it.
The party went through the secret door and down into a tunnel knee deep in water (chest deep to Steve). At the end was a door with a keyhole through which light was shining. Marigold cast an Augury which brought the answer,
"The idol lies beyond, but beware evil disguised by beauty"
After a surprisingly long argument about who would look through the keyhole, no one did and they simply opened the door. The nereid on the far side immediately gobsmacked the male party members but Marigold had time to slam the door back shut, blocking sight of her. The party quickly prepared, retreiving a lion from the Bag of Tricks and Marigold reading a Scroll of Protection from Possession. The party entered the room with the lion suddenly being tied up with the electric eel and the nereid being surprised at men attacking her! The battle was short and vicious with the lion, the nereid, and the eel all dead in 3 round (!). The entire party had taken damage from the electric eel so a few moments were taken to heal a few people up. Neun detected treasure in the deep pool of water. The party pressed on.
Soon they entered a room with a large, smooth boulder and a trash talking - crayfish. The crayfish waved its little pincers and utters dire warnings and the party - decided to see if they could go around. Another water-filled corridor and room later they realized they had to pass the crayfish and his giant hermit crab pal [the 'large, smooth boulder]. So the party sweet-talked the crayfish and crept to the next door. This worked and the party was soon sloping down again. They triggered a trap meant to harm them and block the corridor, but it only partially functioned due to age. The party passed on, entered a room and...
...finally found the idol! Steve sent in an owl from his Bag of tricks to retrieve it and the party quickly reversed course to get out of the pyramid! They spoke with the crayfish on the way and convinced him to come along (they realized he was there to protect the idol but since they had it his mission was over).
On the way back they paused to retrieve the loot earlier detected by Neun (over Tellon's objections) and Neun used his abilities and skills to rig ropes so the party could exit from the amphisbaena room's collapsed ceiling. They rushed to the river, retrieved their hidden canoes, and beganpaddling immediately.
Because they were so close to the dark of the moon and the return of the winged apes they decided to have Marigold and Drake sleep while everyone else paddled all night. Early the next morning they found the camp of their native allies who admitted they would have left before Noon. Steve took out the idol to show the natives of their success and, as sunlight struck it for the first time in centuries, ashimmering shockwave rippled from the idol in all directions. The natives were delighted since the idol would show that the Sun God favored the Northerners and that Xipe was too weak to defend the pyramid. The party explained that Xipe was an imposter and then grabbed some sleep. After a few hours they all set out and in 3 more days of uneventful travel they party made it back to Redport on the coast.
Later that day the Sleepers teleported to Drake and asked him a few more questions before telling him they had to think about their future and teleporting away again.
The party was well paid by Ewin and I distributed experience points.
Players in my campaign should stop reading here
Modifying the Hidden Shrine to fit into my campaign was a great deal of fun. The main hook was the ogre mage pretending to be a god, which really set off the train of thought. The other main group in Blackstone has been searching for an artifact called the Water Tiger for a long time and the 'rippling explosion from the idol' was the ending of the spell that cloaked the Water Tiger's very existence. It will still be very hard to find but at least there is a chance, now.
I have never cared for the nereid so I was pleased the encounter went so well. I dislike the 'all males are charmed automatically no matter what no save never' mechanic as I think it is a cop out. While the Scroll of Protection from Possession never explicitly states its stops nereid charm, it is in line with the scroll's powers, so I let it go. And I had forgotten Marigold had it, too! I changed some of the traps around and I really changed the sleepers! Originally they were 1e monks, now they are 2e specialist mages; originally they were Suloise exiles, now they were Jade Empire hostages taken by a necromancer death cult; originally there was no real clear explanation of why the monks had been just lying there for millenia, now they were unaware until awoken and had previously been trapped within wards. The tie in between She Who Waits and She Who Would Rule are nebulous, but I hope the party figures it out soon.
The party is doing well and there was a lot of leveling up, so - it is about time to start a new party for some jazz band fun!
Thursday, May 8, 2014
"How Did Your Character Know That?!", or, the Wondrously Informative Lectures and how to explain player knowledge affecting character knowledge
Once upon a time I played in and helped DM for a rather large, sprawling campaign that used Jazz Band Adventuring. By its nature the campaign had a large number of PCs and NPCs of a variety of levels - this week might be 7 5th level characters assaulting the Black Chapel in the ruined quarter of the city, next week might be 6 9th level characters following that up with an attack on the Cathedral of Death in the Northlands, the week after might be 8 2nd level characters in street battles with the Thieves' Guild.
But this led to troubles - player knowledge versus character knowledge was a huge issue. Let's look at experienced player John to see why. John has a 2nd level thief, a 2/2 fighter/magic-user, a 5th level cleric, a 7th level paladin, and a 9th level fighter. On a long delve deep beneath Mount Doom John's 7th level paladin rescues a svirfneblin from a group of gnolls. The svirfneblin, named Sven, agrees to guide them to the tunnels that lead to the Temple of the Unholy Flame. On the way an executioner's hood drops onto the thief and almost kills her before Sven ships out a flask of brandy, douses the foul creature, and saves the life of the thief. Sven explains to the party that executioner's hoods are stunned by brandy and fall off almost immediately when drenched in the liquid.
Nine months later John's 5th level cleric is part of a group scouting Skystone Castle when - an executioner's hood drops on the fighter! John calls out,
"Quick! Drench it in brandy!"
... Of course, John's cleric wouldn't know that, would he? After all, it was the paladin who learned that, not the cleric.
Yes, that was (in broad strokes) something that really happened. I played both adventures and got to thinking about it.I spoke to a fellow player or two and then we kicked off The Wondrously Informative Lectures and Seminars for the Education and Gratification of Travellers, Adventurers, and Naturalists. Basically, we started keeping track of what monsters we encountered, what we learned from them, and then in character our characters started charging other characters to teach them what we knew.
Yes, we did keep track of campaign time. Don't you?
Here is how it worked. The characters Aurelius (5th level cleric), Jonas (5th level magic-user), Eric (4th/4th fighter.magic-user) and Firewalker (6th level fighter) had a Roman villa-style home in the campaign city. Each week they would announce what monster, item, etc. they would be discussing the next week. Other characters would pay the 50 g.p. fee to attend and then note that they had attended. The money was split between the host characters.
After the first 2 times this was done the players of the lecturers would actually write up little cards of what the lecturing characters taught in the classes and handed those out to the players of the characters who attended. Since many of the monsters were unique, renamed, misidentified, etc., they even passed on their own mistakes and errors - many characters (and players) thought that one monster took extra damage from fire when it didn't, for example.
After about a yer they also started having 'guest speakers' - other PCs and even NPCs who would come in, lecture, take a cut of the fees, and move on.
This soon became much more than just a justification for character knowledge or even background color, it became a campaign point. The Wondrous Seminars (as they were called) drove exploration and adventures (to learn more about monsters) and even prompted some characters to collect feathers, hides, even capture creatures alive to use as props in lectures (you made more with props). It was also a factor in jazz band adventuring, as in,
"You might bring your 6th level wizard, has he fought the huntsmen before?"
"No, but he went to the seminar"
"Good enough"
Adding such a group to a campaign is pretty simple, too. It could be a university, a magic academy, a scholars group, even a lone NPC with a gypsy wagon. With just a little prompting you can have the lecturers handing out not just notes but hiring the party to learn more about (and bring back a specimen) of rare or unique monsters all while vacuuming money our of characters' pouches.
So think about adding a class or two to you campaign!
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