Hi all.
So, a couple more things that I have encountered that are great fun.
First, following a link posted by @13thAge, I was led to The Adventure Zone, and actual play podcast for D&D 5e with a twist. The GM and players are all family, three brothers and their dad. All are broadcast and comedic veterans, and they all plainly get along and really enjoy each other's company. The D&D world is at its gonzo finest, and any trope or trapping is likely to show up, as long as it is fun, and if it gets a laugh so much the better. I binge listened to everything that is out so far, and it is terrific. For those with sensitive ears, the banter gets reasonably profane, but never mean spirited.
Not only is this a fun listen, but there have been a dozen laugh out loud moments, and at least one, in a recent episode, where I laughed so hard it was difficult to breath.
No THAT'S entertainment!
Also, I have mentioned Brave New Dungeon before. However, Big Al has embarked on a new project which is worth highlighting:Storytime.
Big Al is experimenting with his post production work, adding sound effects, background noise, music, all to make a rich listening experience. He runs a one shot with a randomly generated dungeon crawl from Donjon and a meetup of new and old acquaintances of his online. The players are really going for it as far as creating memorable and wacky characters for this one shot, and Big Al's post production work really adds to the enjoyment of the listening.
I have already mentioned how much I admire Al in his ability to sit down with a mixed online "table" of strangers and friends and give them all a great game. Now he is stretching his creative skills even farther to create an immersive experience for his listeners which really impresses.
So far their are two episodes of Storytime out. They are really worth a listen!
Game on!
The Sage Welcomes You
So, here you find a blog about life in general, but with a focus on family, games, books and creativity. Other "stuff" will creep in from timt to time.
Tuesday, April 7, 2015
Monday, April 6, 2015
Game Masters’ Roundtable of Doom #4 – To be or not to be . . . a Killer GM
Today I am venturing to The Game Masters' Roundtable of Doom. This is my first foray (though the fourth offering of the Roundtable), so, we shall see how it all goes. There may be some adjustments made to this post as I get a handle on getting things just right for the Roundtable.
The Game Masters’ Roundtable of Doom is a meeting of the minds of
tabletop RPG bloggers and GMs. We endeavor to transcend a particular system or
game and discuss topics that are relevant to GMs and players of all roleplaying
games.
If you’d like to submit a topic for our future discussions, or if
you’re a blogger who’d like to participate in the Game Master’s Roundtable of
Doom, send an email to Lex Starwalker at gamemastersjourney@gmail.com.
This month's topic comes to us courtesy of Lex Starwalker.
There is a wide spectrum of lethality in RPGs, and there
are GMs who fall on every possible point within it. These range from GMs who run campaigns where
PCs can never die to the other extreme –GMs who delight in killing PCs. Where do you fall on this spectrum? How lethal are your games and why? How do you handle PC death if and when it
happens?
This is a great question, and one that I think has an answer that is
not just dependent on the Game Master, but also on the players and the game
being played. Know your audience and
know your game. If you run Call of
Cthulhu, Dungeons & Dragons, and Star Wars, Edge of the Empire all exactly
the “same,” I think you come out with some anomalies. Of course, if that meets your players
expectations, that might be fine. There
is never just one way to be a GM. I do
believe that the rule of fun should prevail.
Here is how I have done things in my present style of being a GM
(because, as the poser of this month’s question, Lex Starwalker
knows, being a Game Master is a journey of learning and change). I think the most important thing is to know
your players’ expectations (or if you don’t know them, you need to set
them). Fundamentally, I see role playing
games as a way to have fun, and as the GM, you are in a leadership role to help
create the fun. If what you do violates the
players’ expectations, or you go against the expectations that you set for the
players, that conflict is going to reduce the fun.
Some of the first GM advice I ever got, was from a few pages towards
the back of the 1981 game, Stormbringer (from Chaosium). In the “Hints for the Game Master” section in
the first edition of Stormbringer, Ken St. Andre (with Steve Perrin) wrote
a subsection entitled “The Deadly Game Master.”
The literary genre
of swords & sorcery fiction is a particularly gory branch of heroic
fantasy, and that is what this game simulates.
Inevitably, this means that some players are going to get into
situations that they can’t get out of, and their characters will have to die. It is important that they realize this before
the game ever starts, and that they know that you bear them no personal
animosity. Then, when the character’s
number comes up, kill him without regret.
As a GM it is poor form to become so fond of some character that you let
him cheat death when his luck finally runs out.
Today, I agree, up to a point with Ken’s advice. As you can see, the advice already assumes
that you are in a particular genre of game.
It is not general advice for all RPGs, just ones in the “particularly
gory branch of heroic fantasy.” Also, it
advises that you at least admonish the table and set expectations. I think now, the Game Master and the players,
at least in any long term game, need to agree on expectations. Back in the day, I did kill a fair number of Stormbringer
characters. However, even with an
agreeable audience and a lethal game, I do today tend to lean towards mercy at
a cost, rather than outright kill a character, if that keeps the story and
the fun going.
For the way I run things now, I have internalized the lessons of 13th
Age (by Pelgrane Press and Fire Opal Media) and Dungeon World (by Sage
Kobold Productions). In 13th
Age Rob Heinsoo and Jonathan Tweet suggest that player characters should
not just die fighting some nameless monster, and instead offer their own
(optional) Meaningful Death Rule. I
think I have generally internalized this approach for many games (with some
exceptions, see below). I think the
advice in Dungeon World, that you as GM need to be “fan” of the
characters is a complementary one this. As
a GM, on the one hand, you have to put up obstacles and provide threats to the
safety and wellbeing of the PCs. On the
other hand, you don’t generally want death to be some random occurrence that
does nothing to propel your story or motivate the other characters. If you are a fan of the characters, such
random and meaningless events are discouraging.
If a character that you like dies, you want it to be a great and
glorious death, within the meaning of the game.
Fundamentally, though, my rule is know your audience, know your game
(and be a fan of the characters).
So, if I am running Marvel Heroic Role Playing for a bunch of tweens,
their expectation is that there is not going to be any player character death,
AT ALL. Sure, Spiderman or Black Widow
might get knocked around, there certainly are going to be some narrow escapes
and heroic rescues, but none of the player characters is going to get shot
through the heart and die, game over.
This is reinforced not only by the audience, but of course by the game
play.
On the other hand, if I am playing Call of Cthulhu with college
friends, death and madness are expected.
The players know going in that a Call of Cthulhu investigator likely has
a short shelf life, and those that manage not to die, slip increasingly into
madness and disability. Still, I have
run some long Call of Cthulhu campaigns, and I have followed the advice from
the early editions of the game. If you
have a choice of killing a PC or taking out an NPC to establish the danger and
the threat, take the NPC every time. It
helps if you have established ties to the NPC and that the character is not
just another faceless “redshirt.”
However, to get things started with something that causes likely instant
death, you kill the guy next to the PCs, and not one of them. Once the threat is established, you follow
the play of the PCs. Are they reckless
and foolhardy, then they do deserve death “without regret” should it come to
them. On the other hand, if they play
their characters and show smart play, as a fan, I am going to hold back on any
instant death options, unless it really builds the story and is part of the fun
of the game (because sometimes messy, or pathetic or horrific death is the fun
of a horror game). If danger is enough,
then, we work with danger; maiming, near death, madness, that’s all on the
table, but I don’t tend to allow random death that would inhibit the story.
So, what about something in the middle of the spectrum of Superheroes where
no one ever dies (at least permanently) and horror, where everyone dies or goes
crazy eventually? This is where most
adventure based RPGs reside: Dungeons & Dragons, RuneQuest, HeroQuest, 13th
Age, Numenera, Dungeon World, Dresden Files, The One Ring, and et al and
etc. I have to admit to mostly not
killing characters.
Over time, I have certainly seen many player characters in these games
die. However, for the most part, I
prefer to see the PCs flee, or get captured, or suffer some kind of loss other
than death. This is, I think, largely
because I like to run campaigns.
Campaigns need continuity, and killing characters, and particularly the
dreaded Total Party Kill, tends to disrupt what is happening with the story
that I have been enjoying building with the players over time. Where death does occur, the story of
overcoming death becomes the next logical plot point (e.g. becoming indebted to
the healing temple to return the dead companion to life, etc.). So, usually, the holodeck safeties are,
broadly speaking, on when you step into my campaign. The optional Meaningful Death Rule is going
to be in effect. Characters face other
losses, but death is reserved. In part,
that meets the expectations of my players.
They put time into crafting characters, their histories and motivations,
and they grow them at the table. If some
wandering damage is likely to kill them, for little to no reason, that is
neither fun nor motivating for the kind of gamer who usually sits at my table.
On the other hand, there is a completely separate and apart kind of
play, and that is the one-shot. This
does not mean that I turn into the lethal “save or die” GM just because I am
running a single evening game. After
all, it should be fun, and getting to play is what is fun. If we have four hours of play set up and you
die in the first ten minutes, how much fun was that? If dying means no longer being involved, that
rather cuts down on the fun. You can set
expectations that characters are disposable and can be replaced, much like
clones in Paranoia, but then you are playing a genre of game that is not going
to necessarily have wide appeal.
You do, however, play a one shot to have a different experience and
tell a different kind of story.
Lethality can be very much part of that story, and can really be part of
the fun with the right group. I do not,
in general, go in for Deathtrap Dungeons.
I don’t think I run them particularly well, so why do something that
does not serve the players? Still, if
you know you are going into a deathtrap, you know that death is part of the fun
of the game. It is exciting to escape
the trap, but you know your number is likely to come up eventually, and
spectacular death is one of the possible rewards of play. I will give it to you without regret.
I don’t mind playing a high character death game as a change of pace,
but for me, RPG play and the stories it generates is really about having a
significant chronical of events for the player characters. That might, at times, be punctuated by a
death, but that is going to be rare and meaningful.
Individuals and their Blogs
Participating in this Discussion (to be updated as necessary; posts will be made for the Roundtable between April 5 and April 11)
+James
August Walls at http://ilive4crits.blogspot.com/
+Scott Robinson at http://strangeenc.blogspot.com/
+Lex Starwalker at http://www.starwalkerstudios.com/blog/2015/4/6/game-masters-roundtable-of-doom-4-how-lethal-are-your-campaigns
+John Marvin at http://dreadunicorngames.com/
+John Clayton at http://blog.filesandrecords.com/
+Peter Smits at http://planeataryexpress.blogspot.com/2015/04/pcs-and-killing-there-of.html
+Scott Robinson at http://strangeenc.blogspot.com/
+Lex Starwalker at http://www.starwalkerstudios.com/blog/2015/4/6/game-masters-roundtable-of-doom-4-how-lethal-are-your-campaigns
+John Marvin at http://dreadunicorngames.com/
+John Clayton at http://blog.filesandrecords.com/
+Peter Smits at http://planeataryexpress.blogspot.com/2015/04/pcs-and-killing-there-of.html
Saturday, March 14, 2015
Ideas worth stealing
If you don't know it already, I am a big admirer of Rob Donoghue, a game designer, game master, and person of extraordinaty quality.
He has a blog over at The Walking Mind. He recently started to write about his new D&D 5e campaign, The Thaw. If you want to observe a process of capaign creation and blending that with character creation to make some very rich storytelling material, reading Rob's write ups so far are really worth a read.
There has never been a game that Rob would not tinker with, just like every great game master, so he offers some especially interesting twists on D&D 5e character creation which could be easily ported to other games like 13th Age. He also creates some terrific visual and tactile artifacts for his game to help himself and his players as the story developes.
It is much better to go see for yourself.
I also wanted to shout out to Lex Starwalker, of Starwalker Studios. I have recently started to listen to his Game Master's Journey podcast, and I find it to be very interesting a thought provoking.
In an ideal world, Lex and Rob should get together and have a conversation, like on a podcast (right?).
In any case, both these gentlemen have lots of information, ideas and advice worth taking or appropriating or stealing for your games.
Check them out!
He has a blog over at The Walking Mind. He recently started to write about his new D&D 5e campaign, The Thaw. If you want to observe a process of capaign creation and blending that with character creation to make some very rich storytelling material, reading Rob's write ups so far are really worth a read.
There has never been a game that Rob would not tinker with, just like every great game master, so he offers some especially interesting twists on D&D 5e character creation which could be easily ported to other games like 13th Age. He also creates some terrific visual and tactile artifacts for his game to help himself and his players as the story developes.
It is much better to go see for yourself.
I also wanted to shout out to Lex Starwalker, of Starwalker Studios. I have recently started to listen to his Game Master's Journey podcast, and I find it to be very interesting a thought provoking.
In an ideal world, Lex and Rob should get together and have a conversation, like on a podcast (right?).
In any case, both these gentlemen have lots of information, ideas and advice worth taking or appropriating or stealing for your games.
Check them out!
Heroes of the 13th Age: Part 12: Fear in the Depths
On Sunday, March 1, we played the next installment
of our game. We continued the adventure
of Liriandel, begun here.
The characters continued to be:
Cerise, the Spirit-Touched Cleric
Indigo the Gnome Cleric Zyna (as always, the name changes), the Half-Elf Rogue
Froodo, the Halfling Monk
Hey Watchit, the Half-Orc Fighter
Lief, the Human Bard
Delthen Eversoar, the Human Paladin, and
Rolen Stillwind, the Wood Elf Sorcerer
Having battled animated swords which came from the next room, the
party advanced carefully into the next large chamber. Zyna
took point, checking for traps and stepping carefully. The room had once been the crude mead hall of
the Sya-Negan (ancient barbarian
demon worshippers), built during their campaign of conquest and extermination against
the Lorai (the peaceful former
inhabitants of what are now known as the Brown Grounds).
The wooden walled and roofed hall, was long ago reinforced with
stone and repurposed as a central chamber for the burial mound. Along with benches and tables, there was a
great stone throne, once used by the Chieftain Tamaich. Around the room
were twelve terra cotta sentinels, each standing on a grave capstone, each
without their swords (as those had already attacked and been defeated) and
each, instead of a carved head, bearing a warrior’s skull on top of the
statue. Also, below the tables, rather
huge capstones seemed to have been laid, and the party decided it best not to
disturb those. On the ceiling, was a
ghastly sight. More than a dozen of the Lorai warriors had been nailed, faces to
the ceiling, and their bodies had become crudely mummified in their agonized
poses along the ceiling.
The place ached of death and pain and evil.
The party passed to the next room.
There they found a “trophy” chamber.
Decaying weapons and armor, once the panoply of the flower of the Lorai lay in heaps. Also, collected together, were the twelve
tattered blue banners of the Lorai,
and nailed to each one was a severed, gauntleted hand (all that remained of the
banner-men of the Lorai war
bands).
Led by a sense of dark destiny, Delthen the Inquisitor brushed aside some of the pile of armor, and
found a fine suit of dark platemail, bound together in what seemed like barbed
wire, with small curse charms twisted in.
He sense from his connection to the Crusader that this armor had
belonged to someone the demon-worshippers feared deeply. He excitedly began to free the armor.
That is when he was surprised by twelve creepy crawlies. But what at first seemed like a dozen
tarantulas, turned out to be the twelve severed and reanimated left hands (mooks)
of the Lorai banner-men. Each scratched and squeezed, and sought Delthen’s throat. During the surprise round (a five is good for
you and good for me), three of the twelve managed to connect, one critically,
latching onto Delthen’s throat. Another fumbled and fell to the floor twitching
and trying to right itself.
Then everyone sprang into action.
Round 1 Escalation 0
Lief
the Bard unleashed a Soundburst doing 30 damage and killing five of the zombie
hands outright. Delthen scrabbled to knock the hands off of him and crush them with
his mace. He invoked his smiting, but
missed his role and did half damage, killing another. Hey,
the Half-Orc fighter, threw one of his rocks and finished off one that Delthen had grazed and outright killed
another. Zyna threw one of her throwing glaives, but it but grazed one of
the hands for miss damage. Indigo, mighty Gnome Cleric had trouble
aiming his warhammer, but killed one with a graze of miss damage as well. Rolen
unleashed his sorcerous Scorching Ray with a critical hit, killing two
more. Cerise summoned the power of her faith to channel into a Javelin,
but despite hitting, the damage did not finish off her targeted zombie
hand. However, the ongoing fire damage
initiated by Rolen’s critical hit
finished the last hand on its turn.
End of Combat
Undeterred by the nasty surprised in Delthen’s armor (which he immediately began to don after the
combat), others searched through the items of the fallen Lorai for items which the Icons might deem helpful to them. The Priestess
led Froodo to a pair of Lucky
Bracers. The power of the High Druid directed Lief to a different kind of enchanted bracers, one that would allow
him easy passage through woodland areas and aid in his climbing. The Priestess
similarly led Zyna to a pair of
curiously preserved gloves which made her fingers sure and her grip
strong.
From the chamber of grim trophies (and, as it turned out “free
goodies”), the party proceeded further down another passage, into a large room
with a bulky terracotta statute. The
seven or eight foot tall statute portrayed a brutal warrior, possibly Tamaich himself. Lief immediately
decided to try out the power of his new Bracers of Brachiation to climb
up the statute and stand on its shoulders (he did work in a circus once upon a
time). Worried some vile magic might
harm Lief, Cerise cast Bless to help him. In trying to shape the spell, she rolled a 1.
This caused the statute to immediately explode, and this time ten seemingly
freshly risen ghouls (mooks) bubbled out from the body and from
underneath the pedestal of the shattered statue.
Round 1 Escalation 0
Lief
found himself seemingly helpless on the ground.
Nonetheless, he rolled the highest initiative, and from his prone
position, he unleashed Viscious Mockery, a spell he had chosen with an
incremental advancement. He blasted two out
of existence.
Zyna
took a moment to shadow walk.
Delthen
once again summoned his power of smiting, and once again missed, but did
significant miss damage, taking another one down.
Then the ghouls attacked, hitting Froodo once and Lief twice.
Froodo,
the Halfling Monk, then launched into a whirlwind of action! Unfortunately, his attack completely missed
the intended target as he rolled a 1 [at this point I asked Froodo’s player how his attack could go
wrong. His brother, who plays Lief, said “don’t hit me!” With barely a pause, Froodo player said “as I lunge past the ghoul, I hit Lief.”
I then said “roll.”) Froodo the rolled a normal attack
against Lief, scoring a 20 and doing
26 damage on a critical hit, flooring Lief.
Cerise
cast Turn Undead, dazing the mooks.
She then stepped forward and cast heal on Lief.
Indigo,
swinging his hammer, smashed through a ghoul, killing it, and then also cast heal
on Lief.
Rolen
shot forth his Scorching Ray but missed and did some minimal miss
damage.
Hey
then charged forward, swinging his tree and invoking Power Attack and
killed four ghouls [n.b. I envisioned this, and described it as the point in a
Nintendo Mario game where Mario gets the big mallet and the music starts to
play as he flattens every opponent around him.
That was pretty much what Hey
did].
R 2 E1
There was one ghoul left.
End of Combat
After a quick review of the room
and the hole out of which many of the ghouls had climbed, the party advanced further
into the burial mound and found a oval chamber of smooth stone, containing four
crudely sculpted reliefs, painted in a fresco style. Each of the reliefs depicted a four foot
tall, vaguely humanoid shape.
Zyna scanned the room first, and she had the sense that there was a
trap within. The party moved on.
They made their way back to the
main passage, through the side passage they had before left unexplored (having
come full circle). They then reversed
course, passed the trapped entrance, and proceeded up a ramp in the opposite
direction from which they had first explored.
As the came deeper into the
mound, Zyna had a strange feeling
that something was going wrong, but she was too late to stop it. Suddenly a huge boulder started to roll down
the corridor, careening from side to side, so that even though it did not take
up the whole corridor, it’s seemingly random movement made avoiding it
seemingly impossible.
Hey attempted to dance around the rock, but fumbled and was smacked
for a large hit of damage.
Delthen then decided to try to finish the trap and to employ his
enormous (19) strength to stop the boulder.
He came close, and avoided damage to himself, but he ended up merely
deflecting the menacing rock.
Lief, counter-intuitively charged at the boulder, and leaped over
it, in a half circus, half parkour move.
Froodo planned to use his staff and his agility to also fly over
the boulder, but instead fell right in its path. Before it could roll over him, he fell into
an immediate trance, which he somehow remember learning when he studied among
the elves and became a follower of the Elf Queen. He then found himself teleported, like a High
Elf out of the boulder’s path.
Zyna who had been backing away, finally gaged the movement of the
stone, and leaped over it with style.
Rolen seemed paralyzed and surprised and the boulder just smacked
him aside.
Cerise too had her serene concentration as she summoned strength
from the gods of light shattered as the boulder slammed into her, and then
careened downward.
Indigo, recalling his many hours studying and raising spiders, did “whatever
a spider can” and went up over the oncoming rock, and landed safely on the
other side.
The path of the boulder continued
down the corridor, and the party discovered that it had smashed open the pit at
the entrance, making crossing out of the mound a difficult proposition now.
Everyone decided to take a quick rest
at this point.
After they had done some healing
and gathered themselves, the party then marched resolutely back to the ladder
down to the next level.
In the chamber below the ladder,
they found mist up to (most people’s) waists.
They waded forward through the mist to reach a circular chamber, in the
middle of which was a carved pillar.
In this chamber on the pillar was
another bas relief, again showing what appeared to be Tomaich, the barbarian warlord, nine feet tall. A voice spoke in the language of the Abyss,
uttering threats such as “Those who break the seal of this tomb I shall burn with
my fire . . .”
They of course, broke the seal,
and entered the next room.
That room was heaped with decayed
burial goods, but here and there glinted shiny things, which hinted that a
diligent search could lead to treasure.
However, the party was all business now, and decided they could come
back after they finished business with whatever guardians remained and they
obtained the Iriendel spear.
In the next room, they found the
crypt chamber of Tamaich
himself. On a stone bier lay the
armored, blackened bones of the dead warlord.
At his feet was a sheathed, but decayed sword, and piercing him, was a
spear.
The stone platform was sculpted
with demonic symbols. Behind it were
four iron braziers. Two stone pillars
held up the twenty foot high stone ceiling.
The party surged forward to grab
the spear, with Hey and Zyna first. As Zyna’s hand passed through the out of phase
spear shaft, a demonic like wraith arose from the bier. It was now transfixed with the spear, but the
rage in its eyes and flashing claws looked ready to do harm.
Round 1 Escalation 0
The demonic creature surged away
from them on its initiative, and it took two hits from opportunity attacks from
Hey and Zyna. Then I rolled its
random demonic power, and got fear aura.
That snapped on, and it pervaded all of Tamaich’s tomb, causing every party member to act as if dazed (-4 to hit) and denying them the use
of the escalation die.
Tamaich in the next room awakened the undead barrow wights that
were all that were left of his three wives.
They surged to attack. He then
moved on to the central chamber of the tomb, to awaken other creatures to slay
those who would defile his resting place.
The party was left to fight the
wights in the first instance.
Lief sang his Battle Chant to no effect.
Froodo charged forward to strike with his Greeting Fist, but
missed.
Delthen smashed a vial of holy water from First Triumph over
Tomaich’s bones, which had the effect
of making them wet. He then charged
forward to smite, doing half damage with his miss.
Rolen summoned a Chaos Bolt, pulsing with thunder damage,
but to little effect.
Hey attacked with his Power Attack, rolling a 20 and doing
44 points of damage to slay one of the wights.
Hey looked over at Froodo (Hey being played by Froodo’s
player’s dad) and said “see, this is how you attack things.”
The two wights attacked, damaging
Hey and Delthen.
Zyna walked into the shadows.
Indigo launched a Javelin of Faith, but missed.
Cerise invoked her Halo and then missed with her Javelin
of Faith. However, she also invoked
her Leadership domain, and advanced the escalation die by one, with the
hopes that they would eventually be able to benefit from it.
[as you can see, the fear aura
causing -4 to hit was having a devastating effect on the ability of the players
to hit, and it became even more aggravating as they saw the escalation die go
up, and were not able to add it; it was terrific! I now love fear aura!]
R2 E2 (because of the Cleric’s
doing!)
Tamaich was off screen,
pulling in allies to fight the characters.
Lief missed again with Battle Chant.
Rolen succeeded in his Elven Grace roll. He empowered a spell with gathered energy,
and promptly missed, though he benefited from some random energy.
Delthen invoked another smite, and missed for half damage on the
wight in front of him.
Hey missed his next attack, but invoked Tough as Iron to
rally and regain hit points.
The two wights again attacked,
striking at Hey and Delthen.
Zyna appeared from the shadows, to attack for double damage and use
surprise attack, and missed, doing minimal damage.
Indigo invoked his Trickery domain to generate a Trick
die (a 13) and then launched a Javelin of Faith, which was a
critical hit because of its holy damage (the wights being vulnerable to holy
damage). The critical hit destroyed the
wight, leaving one left.
Cerise cast Bless on herself and then attacked and hit the
last wight with her Javelin of Faith.
R3 E3
Tamaich, having set into motion his forces, could not resist the
fight, and he phased his way through walls, like a wraith, to return to his
burial chamber and attack Cerise. He hit with his first attack doing 9
damage. However, Indigo substituted his Trick die for Tamaich’s next roll, which was a 20 critical hit, and so he missed
with his second attack. His attack and
damage increased due to that miss, but he would never get a chance to use that.
Delthen then stepped up and started to command others to organize
their attacks and to concentrate on Tamaich,
who was, after all, the source of the fear aura. [this provides a neat in game
explanation for why Delthen is going to multiclass into a Paladin/Commander
when he levels up next; something already decided, but here was the moment when
he earned this).
Everyone but Hey, who was engaged with the last wight, held their initiative
until Cerise’ turn (on initiative 5).
Hey attacked the last wight, missing, but using carve an opening to
expand his critical hit range.
The wight returned his attack,
hitting him.
On initiative 5, Indigo used his invocation of Strength to make everyone’s melee
attacks do triple, instead of double, damage on a critical hit. He then cast Cure Wounds on Hey.
He then missed with his Javelin of Faith against Tamaich.
Cerise attacked and missed with her short sword, but using her Leadership
she gave a +1 to everyone else to hit Tamaich.
Delthen then stepped forward, girded in his Unyielding Plate
Mail and wielding his Greater Mace of Striking and he smote Tamaich, hitting when it most counted,
and doing 35 points of damage. This took
the demonic hit points below the fear threshold for everyone, thus giving those
who followed the ability to use the escalation die, and relieving them of the
-4 penalty.
Lief then cast his Viscious Mockery spell, causing 22 points
of psychic damage to Tamaich, causing
the ancient warlord to crumble and vaporize.
The spear fell to the floor.
Froodo, attempting to help Hey,
attacked with his Dutiful Guardian opening strike, doing 4 points of
damage.
Rolen failed to invoked his Elven Grace, but he unleashed his Breath of the White on the wight and he did half damage with a miss.
Zyna stepped forward and secured the spear.
End of Session
So, now the “big bad” is dead,
all that is left is his vengeance. He
summoned the creatures of his barrow, and besides the last wight, there are a
couple of giant figures advancing on the heroes in the wive’s chamber. In another part of the mound, another demonic
figure has stepped into this plane, and other menaces may still be awakening,
now not to defend Tamaich, but
instead to wreak terrible vengeance.
Stay tuned for what happens next!
Labels:
13th Age,
actual play,
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games,
heroic fantasy,
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Thursday, February 12, 2015
Better actual play blogs than mine and other inspiration
I labor away here, and I put up records of the 13th Age games we have been playing. If people enjoy them, that's great, but really they become my notes and records for my campaign. They are in no way polished.
If I had more time (and perhaps more talent), I would do something sophisticated, because I admire the heck out of people who elevate write-ups through multiple character perspectives, add illustrations, and generally do way better than me.
A couple that I have really enjoyed include:
Brooklyn Encounters: Murder in Baldur's Gate
This blog captures the 13 sessions it took to play through this adventure. It is beautiful to look at and a pleasure to read.
Eberron: The Winter Coalition
This is the chronicle of an epic ongoing campaign. I think it has been going about three years. The write-ups are sometimes from a third person narrator (presumably the Dungeon Master), but most entries are character entries, narrating what happened from a particular character's perspective. I love reading the write-ups. I never knew much about Eberron (it came into being during a long interregnum when I was not playing or paying much attention to D&D), but man, I would love to play in Eberron in this campaign. There are hundreds of ideas to steal from the write-ups, and it is inspiring from a player/character develpment point of view, as well as from a Dungeon Master/campaign creation point of view. There is quite a back catalogue of entries, but it is well worth reading!
Other Stuff
So, I think I have sung the praises of Hunter Black before as a source of inspiration. I continue to be a big fan. If you are not reading this web comic, why not!? The team that writes, draws and letters the comic is outstanding, and the writer draws from his long experience with Dungeons & Dragons to inform his Fantasy Noir setting and characters (in the best way).
This too has an extensive back catalogue of panels to read, but every one is worth it.
Finally, yesterday I somehow managed to stumble onto Skullkickers. I may be the last guy to know about this low fantasy web comic, but it is gorgeous, action packed and funny. So far (because, again, huge back catalogue) two no-name, amoral mercenaries, a big human with knives and six shooters, and a stocky red-bearded dward with twin hand-axes generally kick butt, take names, and win and lose fortunes as monster killers. Their (mis)adventures have been very entertaining. Apparently, later in the series there is a bit more gender balance in the storylines, but I can't eveluate that yet.
What I can say is that Skullkickers is very entertaining, and again full of interesting ideas to plunder. If I am not the last person to hear of this comic, go and do yourself a favor and take a look!
That's all for now. Go play games and have fun!
If I had more time (and perhaps more talent), I would do something sophisticated, because I admire the heck out of people who elevate write-ups through multiple character perspectives, add illustrations, and generally do way better than me.
A couple that I have really enjoyed include:
Brooklyn Encounters: Murder in Baldur's Gate
This blog captures the 13 sessions it took to play through this adventure. It is beautiful to look at and a pleasure to read.
Eberron: The Winter Coalition
This is the chronicle of an epic ongoing campaign. I think it has been going about three years. The write-ups are sometimes from a third person narrator (presumably the Dungeon Master), but most entries are character entries, narrating what happened from a particular character's perspective. I love reading the write-ups. I never knew much about Eberron (it came into being during a long interregnum when I was not playing or paying much attention to D&D), but man, I would love to play in Eberron in this campaign. There are hundreds of ideas to steal from the write-ups, and it is inspiring from a player/character develpment point of view, as well as from a Dungeon Master/campaign creation point of view. There is quite a back catalogue of entries, but it is well worth reading!
Other Stuff
So, I think I have sung the praises of Hunter Black before as a source of inspiration. I continue to be a big fan. If you are not reading this web comic, why not!? The team that writes, draws and letters the comic is outstanding, and the writer draws from his long experience with Dungeons & Dragons to inform his Fantasy Noir setting and characters (in the best way).
This too has an extensive back catalogue of panels to read, but every one is worth it.
Finally, yesterday I somehow managed to stumble onto Skullkickers. I may be the last guy to know about this low fantasy web comic, but it is gorgeous, action packed and funny. So far (because, again, huge back catalogue) two no-name, amoral mercenaries, a big human with knives and six shooters, and a stocky red-bearded dward with twin hand-axes generally kick butt, take names, and win and lose fortunes as monster killers. Their (mis)adventures have been very entertaining. Apparently, later in the series there is a bit more gender balance in the storylines, but I can't eveluate that yet.
What I can say is that Skullkickers is very entertaining, and again full of interesting ideas to plunder. If I am not the last person to hear of this comic, go and do yourself a favor and take a look!
That's all for now. Go play games and have fun!
Wednesday, February 11, 2015
Heroes of the 13th Age: Part 11: Shadows and Light from the Past
On Sunday, February 2, we were able to resume our game. We had one last minute change, in that one of
the teenagers decided he no longer wanted to play his old character, Legolis
the High Elven Ranger, and so we retired him, in favor of a new character,
Froodo, the Halfling Monk (Legolis’ old roommate).
I’d say that you can’t make this stuff up, except that
clearly we did.
The adventure is one I adapted from an old Dungeon Magazine
#83 (“Iriandel”). Much like my first
foray, where I adapted a module published in Dragon Magazine, I am taking the
broad parts of the adventure, and the support framework (maps, etc.) and
improvising with the great tools that 13th Age equips me with.
The characters then were
Cerise, the Spirit-Touched Cleric
Indigo the Gnome Cleric
Zeva (as always, the name changes), the Half-Elf Rogue
Froodo, the Halfling Monk
Hey Watchit, the Half-Orc Fighter
Lief, the Human Bard
Delthen Eversoar, the Human Paladin, and
Rolen Stillwind, the Wood Elf Sorcerer
Indigo the Gnome Cleric
Zeva (as always, the name changes), the Half-Elf Rogue
Froodo, the Halfling Monk
Hey Watchit, the Half-Orc Fighter
Lief, the Human Bard
Delthen Eversoar, the Human Paladin, and
Rolen Stillwind, the Wood Elf Sorcerer
The party found itself trudging through the
frontier lands of the Empire, West of Hammer Falls. They had vague Imperial orders to find a magic spear
of light.
As day turned into twilight, and rain fell
on them, they approached a high wooden palisade which surrounded a rustic town.
Two Halfling watchmen hailed them from atop
the wall and asked them to state their business. By and by, the Halflings welcomed them to
Pebbleton and admitted them to the town.
The watchers also directed the party down the street to the Mayor’s home
to register their visit (mainly because the Mayor likes meeting new
people). The town was heavily populated
by Halflings, but Humans and some Half-elves were also in evidence.
The heroes led their mounts through town to
the humble abode of the mayor, Jimi Jimepro.
The Halfling invited the heroes in out of the rain and gave them some
tea. He then asked them about their
business in the this out of the way outpost.
They recounted their vague instructions about finding a magic spear of
light. Jimi noted that they were a
simple town, dependent on woodcutting and the lumber and charcoal trade. He noted that the Wood Elves of the Cairnwood,
though not friendly, did keep the lands buffered from the horrors of the Hellmarsh. He also told them that they had friendly
relations with a Gnomish settlement nearby (to the degree that anything is near
Pebbleton).
As to the spear, well, he thought that the
wandering minstrel who had taken up residence in the Common Hall in Pebbleton,
might have some insight into the history and legends of the area. In the meantime, before the adjourned to the
Hall, he suggested that they stable their animals in the town stables, and that
they come with him to meet someone else.
At the stables, he showed them a large,
grey-maned horse with a white spot on its forehead. Jimi introduced the horse as “Treetrot” and
he told how the horse came to be a guest of the town. Jimi had been caught in a terrible storm near
the Cairnwood, and miraculously, the horse had found and led him home to
safety. Thereafter, Jimi had made sure
that the horse was provided for in the town, and “Treetrot” has aided in pulling
and carrying heavy loads and generally being useful around town.
Delthen and Rolen shared a meaningful glance after this story, which seemed to
say “well, the horse could be an enchanted being, or possibly a unicorn who
lost its horn . . . “
From the stables, the group moved to the
Common Hall, a combination of a meeting hall, common kitchens, and modest Inn
and Tavern for the residents. There they
met the Half-elf Bard, Ruallin. She and Lief eyed each other warily, as
possible performing rivals. Lief’s dark look seemed to say “I will
burn this place to the ground,” and it was not entirely clear if he meant with
his musical performance or just with actual fire. The party Bard seemed to be in a strange
mood.
Nonetheless, Ruallin, at Jimi’s prompting
told her story of the happenings in the area near Pebbleton many years before
its founding. Some 300 years before, a
human tribe had settled the lands. They
were building settlements and becoming firmly established. They called themselves the Lorai.
They had respectful relations with the Wood Elves, and they looked likely
to flourish here on the outer edges of the Dragon Empire (during the Eleventh
Age). However, a demon worshipping human
barbarian tribe, the Sya-Negan, came from the North, wiping out everything
and everyone as they travelled. The Lorai realized that they must try to
turn this tide of evil back. Their
chief, under the codes of the north, seemingly subscribed to even by the Sya-Negan, challenged the invaders’
chief, Tamaich, to a single combat to determine whether the Lorai would submit or whether the Sya-Negan, would withdraw. Tamaich accepted the challenge.
To aid the Lorai, the Wood Elves enlisted the aid of one of the protectors of
the forest, Iriandel, the Unicorn.
Iriandel agreed to temporarily give up his horn, so that its powerful
magic could be fashioned into a weapon for the Lorai’s chief. The Elves and
Iriandel knew that the Sya-Negan
would seek to destroy the Cairnwood and replace it with the spread of the
Hellmarsh through their demon worship.
However, the Elves, when they called upon their sorcerers and spirit
talkers to cast the ritual to create the spear from Iriandel’s horn, failed to
account for the influence of the Trickster deity Pillizoro when they invoked their moon goddess Sendowa. While not revered
by the Elves, the trickster is often paired with the moon, and as the ritual
ended, Pillizoro pronounced that
should Iriandel not be rejoined with
his horn after three days, it would be three hundred years before there would
be a chance to reunite horn and beast.
The spear nonetheless was magnificent and
proved to be a powerful weapon in the hands of the Lorai chief. Unfortunately,
although he dealt the death blow to Tamaich,
the Sya-Negan chief also mortally
wounded him. Tamaich ordered his followers to wipe out the Lorai, although he had been defeated. The Sya-Negan
obliterated the Lorai
settlements. They also were rumored to
have raised a huge burial mound and tomb where they laid Tamaich’s remains along with treasures from the Lorai and the spear made from Iriandel’s horn as a trophy.
Ruallin finished by saying that she
believed absolutely that “Treetrot” was in fact the now hornless unicorn, Iriandel. Jimi shook his head ruefully, saying it was a
beautiful fairy tale, but hard to believe that right about 300 years since the Sya-Negan battle, that you could believe
that a stray horse was really a unicorn severed from its horn. Ruallin was firm in her belief.
Delthen and Rolen exchanged a knowing “told you so” glance.
After Ruallin finished her tale, Hey went to the kitchens to help and to
pick up gossip and stories from the townspeople. Zeva
and the others asked Jimi and Ruallin some questions about where the tomb might
be located. Ruallin and Jimi agreed that
the tomb of Tamaich was likely in the
local foothills known as “The Knuckles”.
Zeva asked if anyone knew
more about the location. Ruallin told
them that likely the Wood Elves knew more, but that they were prickly to deal
with and suspicious of strangers.
Meanwhile, Hey’s help was appreciated in the kitchen, after initial
apprehension of the Half-Orc was overcome.
He had a great evening cooking and preparing his signature croissant’s
to rise and be baked in the morning. He
also learned from the gossipy Halfling cooks that not too long ago some people
from the village had found a strange mystical mark on a tree, some half a day
walk from the village. They did not know
exactly where it was, but it seemed infused with old and powerful nature
magic. They thought it seemed relevant
to the search for Iriandel’s horn.
In the morning the party discussed whether
to try to find and question the Wood Elves or whether to try to find the glyph
as a clue. The decided to search for the
glyph, and turned to Rolen the
Sorcerer to see if he could sense the glyph with his magically attuned
spirit. His Icon roll of 6 with the
Archmage proved invaluable, as he got a clear sign of where to go. He was soon leading the party directly to the
tree marked with the mystic glyph. About
half a day’s easy travel, the arrived at an ancient oak, on the outskirts of
the forest, and there in a magic script, Rolen
could see what he knew to be the mark of Iriandel the unicorn. As he
touched the glyph, a voice from the tree said “You are perceptive, and I sense
no evil intent in you. Who are you who
seeks the mark of Iriandel?”
The party looked up astonished to find the
words came from an ancient, but proud of bearing, owl, perched high in the
tree.
“I am Tashek. I have lately returned to this area after
long travels. Who are you?”
The party explained their mission and the
stories about Iriandel they had
heard. Tashek was scandalized that no mention had been made of him in
Ruallin’s account. He muttered something
about “no wingless bard is to be trusted.”
When asked what else Ruallin might have left out, Tashek confirmed that most of the details were correct. He complemented Ruallin for at least ignoring
the silly romantic subplot some had placed on the interaction of the ruler of
the Wood Elves and the chief of the Lorai. Though they had become allies when threatened
with the Sya-Negan, it had not been
based on infatuation. However, after the
loss of Iriandel’s horn, and the
power of the Unicorn to protect the Cairnwood, the leader did go into exile
tragically, and may have passed beyond this mortal realm. In any case, the most important fact that
Ruallin had not known, was known to Tashek:
the location of Tamaich’s tomb. It would take four days, but he could lead
them into the Knuckles directly to the mound.
He did state, however, that he would not go underground. Someone might have coughed and said “chicken”
under their breath at that, but no culprit could be determined.
After the second day of travel, deep into
the wasted lands that once were inhabited by the Lorai, the party made an uneasy camp. The land was exposed and forbidding. At the third watch, Cerise, the Spirit-Touched Cleric, essentially felt a distant
disturbance in the force (Critical Roll on her perception check) and roused
everyone to arm and prepare for battle.
Down out of the sky came a demonic flock of
six bat things that some call “Squishies” due to their particular tactics of
trying to crush opponents one by one under a “bat pile.”
Round (R) 1 Escalation (E) 0
The bat things proved fastest in the
initiative and all descended upon Delthen,
Dark Paladin Inquisitor of the Crusader.
The “murder pile” of demonic bats resulted in two hits and four misses
with a total of 32 points of damage. Delthen managed to use a recovery and
then retaliated with a smite evil, which unfortunately missed and merely
wounded one of them.
Lief the Bard then unleashed a
soundburst, Hey struck with his tree
(after using Lethal to reroll), Indigo summoned
the Spirits of the Righteous (but to little effect) and Rolen belched forth the Breath of the White. Cerise
then fired her Javelin of Faith, Froodo
missed with his Greeting Fist, and Zeva
shifted her tactical position and lashed out with her Evasive Strike.
At the end of all that, only two Bat Demons
remained.
R2 E1
The two Bat Demons surged to attack Rolen, but Delthen killed one with his opportunity attack. The last Bat missed Rolen. Delthen wound up another Smite with his mace, but it was a swing
and a miss with minimal damage.
Lief failed with his Battle Chant
attack. Rolen failed to invoke his Elven Grace, and then missed with his
Scorching Ray. Hey took a swing and a miss with his tree. Indigo
hit for minimal damage with his Javelin of Faith. Cerise
fired and missed with her Javelin of Faith.
Froodo finally leaped forward and
struck the demon down with his Basic Attack, after spending a point of Ki to
make his miss a hit.
End of Combat.
After that night attack, the journey to the
tomb was relatively uneventful. At one
point, Tashek and Rolen’s familiar, affectionately known
as “GPS”, guided the party away from what looked like an organized and
uniformed patrol of goblinoids (Hobgoblins, Goblins and Bugbears) that all
seemed to where the uniforms of the Drakkenhall security forces.
Once at the Tomb of Tamaich, the adventurers took a quick look
around. It was a large rounded mound,
surrounded by standing stones marked in demonic script.
The party formed up and broke through the
doors at the entrance of the mound. Zeva almost
immediately detected a trap just beyond the entrance that blocked their way
into the passages within the burial mound.
The trap consisted of a pivoting floor, which would dump the
unsuspecting into some kind of pit. The
back of the plate would go so far as to hit the ceiling, as the front part
dropped people into the pit, and the ceiling would then drop heavy debris down
into the pit to strike the trapped victims.
Everyone agreed it would be a bad thing to
set off the trap.
Zeva determined that Froodo could walk across without
triggering the trap on his own. They
also determined that they could jam the pivoting plate to allow everyone to
cross if they used some poles against the ground and the ceiling. After a little jury rigging, they managed to
get even the heavily armored across. However,
it seemed like the pivoting plate might, in the near future, just crack at the
pivot point and drop whoever was on it into the pit. A reckless retreat over it seemed
inadvisable, which they tucked away into their minds for the future.
Once across the trap, the passageway split
at right angles. The party turned right,
and they soon found that the passage was marked by a line of capstones to
dozens of pit burials. Each capstone
engraved with a strange glyph, each glyph different. Indigo
proposed casting a ritual to make sure that the dead within the pit graves
stay sleeping. Each party member made a
small contribution to the ritual, and Indigo
empowered it with his Turn Undead spell.
He found that each of the forty occupied graves’ inhabitants would stay
resting, but he also detected that one pit tomb was unoccupied.
The adventurers made their way over the
graves where the ancient Sya-Negan
warriors rested until they came to the empty grave. Zeva detected it as a trap immediately and
the party carefully made its way around another pit trap. They then continued along the passage into a
circular room, with a passage out the other side. In the middle of the room was an open passage
down, with hand and footholds forming a ladder down carved into one wall of the
downward passage.
As they entered, a chilling moaning began
to issue from below. Suddenly, they
heard weapons being readied, and from the passage on the other side of the
room, flying, animated swords appeared and began to slash and stab at the
party.
R1 E0
Lief sang forth his Soundburst at one
of the swords.
The swords hacked and slashed at the party,
missing Delthen, but two wounded Zeva, and one slashed Hey, but the others failed to connect
with Lief and Cerise.
Delthen took a swing and
missed. Rolen blasted one with a Chaos Bolt. Froodo
attacked, missed, used a power to take a reroll, and missed worse. Cerise
fired her Javelin of Faith, but missed. Zeva fumbled and fell down the hole,
taking minor damage (“Just as I planned!”).
Indigo swung his war hammer
and connected. Hey thought he missed at first, but ended up taking one out due to
his Lethal talent.
R2 E 1
Lief destroyed one with his Battle
Chant.
The swords attacked, one wounding Delthen.
Delthen destroyed a sword with his
mace.
Rolen destroyed another with his
Chaos Bolt.
Froodo almost missed again, but
scored a hit with a reroll, smashing a sword with his staff.
Hey struck with his tree, to
destroy the last of the animated swords.
End of Combat
So, after the combat, Zeva climbed up out of the lower level. She counseled a full exploration of the upper
level first. The moaning from below
continued.
What lies in the next chamber and any other
crypts, caches or rooms beyond? Will they
find the spear made from Iriandel’s
horn? Will they live to see daylight and
fresh air again? Will anyone else get to
cash in an Icon Roll.
Tune in next time a manage to get around to
updating the blog after we play.
Until then, play games and have fun!
Labels:
13th Age,
actual play,
fun,
games,
heroic fantasy,
RPGs
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