Posts Tagged “4E”
***SPOILER ALERT***
I’m running Tomb of Horrors for this leg of the Storm Point campaign – indeed, for the rest of the campaign. You may not want to read on if you’re playing the game yourself.
***SPOILER ALERT***
This past session of the Storm Point game, we started on the penultimate adventure in the Tomb of Horrors series. The plan is to use this series to wrap up the Storm Point campaign – the series finishes with the characters in the early Epic tier, and at that point the whole group thinks they’ll have had enough of D&D for a while. We’ll take a look at other games at that point, and decide what we want to do next.
In the downtime between sessions, I had the players level their characters up to 18th level, the recommended level for this adventure. This is my way of speeding us along to the conclusion of the adventure and the campaign; by just levelling up to the appropriate level at the start of the new adventure, we get to focus more on the adventure, and have a fighting chance of wrapping things up in the next year or so. I think I was a little too generous with the way I let them pick new magic items, but what the hell.
We started the session with a recap, focusing on the big picture of the previous adventures: someone was using strange necromantic devices to steal the energy of death that rightly belonged to the Raven Queen. This energy was being collected and used to power Acererak’s bid for godhood, and our heroes had messed up two of his devices, so he was going to start gunning for them soon enough. The only chance the party had was to take the fight to him, and put him down before he put them down.
To that end, I started things with skill challenge, letting them try and figure out how to get at Acererak. It was also a way for the players to flesh out what the characters had done during the downtime – each character got to tell a little story about how they had tracked down information. I decided that, when they got to Skull City and the abandoned tomb, they would have to face one encounter before getting to the tomb, plus one more encounter for each failure on the skill challenge, as the various gangs in the city got word from their contacts that the group was coming.
There were no failures in the initial skill challenge, nor in the follow-up to actually get through the city safely, so they only ran into the Brothers of the Black Academy right at the entry to the abandoned tomb. Our heroes, in their own inimitable fashion decided not to talk to the folks whose home they were invading, but instead threatened them and tried to scare them off. The Black Academy mages and their wrath spirits were having none of that and attacked.
We didn’t make it all through the combat before we had to quit for the evening. Part of that is the fact that it’s a pretty tough fight, and part of it is that the players aren’t completely familiar with their new powers yet, and part of it is that higher level fights tend to be a bit more of a grind. But I was able to dish out a gratifying amount of damage, almost dropping a couple of the characters, and only having one of the monsters drop.
But we were getting tired, so I took a picture of the positions of everyone, and we retired until the next session.
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***SPOILER ALERT***
I’m running Tomb of Horrors for this leg of the Storm Point campaign. You may not want to read on if you’re playing the game yourself.
***SPOILER ALERT***
Last session of the Storm Point campaign, we wrapped up the second installment of the Tomb of Horrors adventures, called The Tomb of Shadows. We had almost a full house – missing just one player – and the group decided that one of the other players would play his character, just to make sure that Thrun the Anvil, defender supreme, would be there helping them out against what they assumed would be their toughest fight yet.
We picked up right after the fight that ended the last session, and they immediately took an extended rest. As mentioned in previous posts, resting in Moil is not as effective, thanks to the numbing necromantic cold. Characters do not regain all their healing surges – one less for each extended rest they’ve taken here, plus they get to make an Endurance check against a rising DC or lose another surge.
So, the gang had had about enough of that sort of thing, and wanted to wrap things up and get out while they could. They continued into a maze of rough passages, many dead-ending in little alcoves filled with sarcophagi. A little investigation revealed that the alcoves were all trapped, and fiddling with the sarcophagi would drop the whole mess down into a pit.
Eventually, they found a place where the trap had been tripped, and saw a passage off the bottom of the pit. They climbed down and found a chamber where a squad of shadar-kai had triggered some sort of necromantic trap and been slain. They were suspicious of this, having not had the best of experiences with the shadar-kai in the past, but Milo was able to identify these ones as faithful servants of the Raven Queen, and they figured out that these must have been sent to figure out who was screwing around with the flow of death energies that should be flowing to the Raven Queen.
Of course they looted the bodies. What did you expect from adventurers? But the cleric also said some blessings over the bodies.
The next challenge was finding the way out of the maze of trapped passages. They finally found it by tripping a trap and dropping down one of the pits, then noticing the trap door in the ceiling above when Soren climbed back up. This led them to another “Screw you, adventurer!” room, with four of the demon faces that had done them so much damage the previous session. These ones were not trapped, and had real trap doors in the mouths, so once the gang got over their paranoia, they dropped down into the passage that led to the final encounter.
This last room contained the mystical engine that was channeling the death energy for Acererak. They started trying to dismantle it, but failed on the first roll, which triggered the defenses. Said defenses being the summoning of a skull with jewels for eyes and teeth that tried to eat their souls. Our heroes immediately stopped trying to dismantle the engine and turned their attention to smashing the skull.
It was a tough fight. The thing managed to steal Soren’s soul early on, and got to heal himself twice – once by consuming a previously stolen soul, and then by consuming Soren’s soul, killing him dead. It almost managed to get Milo and Faran the same way, but they were luckier with their saving throws.
In the end, they managed to take the construct down, and destroyed the arcane machine. Then they used the teleport circle to head back to Belys to get Soren raised from the dead.
We’re half-way through the Tomb of Horrors, now, and I’m letting the characters advance to level 18 before we jump into the next adventure. I just need to decide how to handle getting them appropriate magic items for their level without giving away the store or being too stingy. I think I’ve got a plan, but I need to run the numbers.
Anyway, next game won’t be for a few weeks, due to other demands on my time. We’ll be ready by then.
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***SPOILER ALERT***
I’m running Tomb of Horrors for this leg of the Storm Point campaign. You may not want to read on if you’re playing the game yourself.
***SPOILER ALERT***
The last session of my Storm Point campaign was the first session with our new quorum rules – only three players need to be there for me to run the game. Previously, it was four, but with a total of five players, that was resulting in a lot of canceled games. We only had three players show for this game, but we ran with it.
I had spent some time between sessions looking at the current stage of the adventure paring things down so that there would be a reasonable chance of getting through the adventure in two or three sessions. This phase of the adventure is a dungeon crawl, with some interesting battles, some nasty traps, and some really tricky puzzles. I wanted to give the characters the full-on Tomb of Horrors experience, so I kept a few of the traps/puzzles and a couple of the combats, and discarded the rest. The mix I have left will give them enough variety to keep them interested and the game moving along, as well as giving them enough danger to let them know that they’ve accomplished something when they get to the end.
So, we started out with the characters dropping through the portal from those annoying archways and finding themselves in a room filled with piles of skulls. A search discovered no traps, only a bit of treasure. From there, they went on to a cavern that dropped away in a cascade of necrotic rain, with a stone platform floating at the bottom, decorated with four of the ubiquitous demon faces. This room was an elaborate and vicious trap that took up a lot of the session. The heavy misdirection kept the group fixated on the wrong things for some time, damaging them repeatedly as they tried different things. Eventually, they found the way onward.
Next up was a corridor that screamed “Trap!” It had one of the big demon faces at the far end, and the entire floor was covered with tiles marked with magical glyphs, saying things like fire, ice, gender swap, lightning, teleport, and other threatening things. Our heroes displayed some admirable caution in advancing into this corridor, but in the end, discovered that the magic that had powered the various traps was gone, and they could cross the room with impunity.
After this room, they found the site where they’re missing magic item had been teleported when Milo went through one of the arches and were able to recover it, along with a number of other pretty nice magic items. Then they reached a bridge of bones over an ossuary pit, guarded by the spirits of dead warriors. This encounter had a method for talking your way past these dead-but-once-noble defenders, but our boys didn’t care much about that, and proceeded to destroy them with great effectiveness. That was where we stopped things for the evening.
I was surprised how much we got through, and I think that’s largely an effect of only a single combat right at the end of the evening. I think that next session should see this section of the adventure – and this adventure in the larger Tomb of Horrors collection of adventures – wrapped up. Then, everyone levels up a couple levels, and we start the third adventure.
Should be fun.
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***SPOILER ALERT***
I’m running Tomb of Horrors for this leg of the Storm Point campaign. You may not want to read on if you’re playing the game yourself.
***SPOILER ALERT***
I’m a little behind on this post – the last Storm Point game was about three weeks ago. I’ve put the game on hiatus until after the New Year, just because everyone is so busy, and scheduling, which is always a challenge, is even worse this time of year.
Anyway.
We’re continuing with the Tomb of Horrors adventure. The gang are on the second leg of the adventure, making their way through the city of Moil in the Shadowfell, looking for the centre of badness. This phase of the adventure has a couple of fights, some wandering around, some random encounters, and a fairly complicated set of skill challenges to get through one of the towers along the way. When I sat down to prep for the game, I looked things over, and decided that was far too much stuff for this group – we’re lucky if we get through two encounters in a session.
So, I kept a bit of the exploration, but cut out the random encounters. I also scaled back the skill challenge tower significantly – originally, it was a layered death trap, with shifting metal spires, whirling blades of force, and sonic mind disruptors, laced with a few banshees if the group was taking too long to navigate it. That thing alone would have taken at least one session for us to plow through. On the other hand, I liked the idea of a section of the city that the heroes needed to navigate carefully as a skill challenge, so I threw in a half-collapsed tower that they needed to find their way through.
They had some interesting times finding their way where they wanted to go, especially when they ran into a long, deep gap in the walkway. I used their various attempts to cross this gap to highlight the dangerous nature of the Shadowfell. I also had them making Endurance checks every hour or two to deal with the necromantic cold of the place. Failure meant losing a healing surge.
I capped off the evening with the fight against the Moil Barrow. In the adventure-as-written, this is an eminently avoidable fight, but I plopped it down right on the pathway to throw an exciting battle into the evening.
Well, it was meant to be exciting. I rolled so consistently poorly that this big, nasty solo soldier wasn’t much of a threat at all. It took them some time to wear it down, but its low initiative roll, plus all the conditions people placed on it meant that it just wasn’t the death machine it was designed to be. Oh, well. Sometimes the dice just don’t co-operate.
After that fight, the gang decided to take an extended rest. I sprang the other nasty environmental surprise on them at that point: resting in the Shadowfell meant that they recovered one fewer healing surge, plus they had to make an Endurance check or lose another healing surge. They’ve decided they don’t like that.
After the New Year, the gang will get back to Moil, and find the center of evil that they’ve come seeking. I’m hoping to wrap up this leg of the adventure in another three to four sessions. Then, we’ll advance the characters up to be tough enough to take on the next episode of the Tomb of Horrors.
If they survive, of course.
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*** Potential Spoilers ***
The adventure described below is loosely based on the great sword-and-sorcery novel Throne of the Crescent Moon by Saladin Ahmed. I think what happens in the game is probably different enough from what happens in the novel that nothing’s gonna get ruined, but things change in play, and I might end up using some plot point from the book that reveals a little too much. I’ll try not to let that happen, but you have been warned.
Oh, and you should also go read Throne of the Crescent Moon, because it’s a fantastic book.
Last Sunday, after a lenghty hiatus, we managed to get the gang together to wrap up the Throne of the Crescent Moon inspired adventure I’ve been running. It looked – right up to the last minute – like we might have a full house, but then someone had to cancel, so we had four out of five players.
Because of the long stretch between the last game and this one, everyone was kind of fuzzy on what was going on and why the characters were doing stuff, so we opened with a pretty in-depth recap. I had been completely unsure about what the group would plan to do with the information they had uncovered last time, so I was pretty much flying by the seat of my pants on this session. I had a stack of stats, and some half-formed ideas about various options, but nothing really solid, because I didn’t know which way the group would jump.
After some discussion, he gang decided that the main goal was killing Mouw Awa, because he had pissed them off the most. Oh, and they also figured that they should probably stop Dhamsawaat from staging a ghul-backed coup of Belys. Investigation of the sewers, where they had last encountered Dhamsawaat, located the entry to the crypt where they had faced him previously. Unfortunately, that entry was a rectangle of runes carved in the bricks, similar to a teleport circle.
This entry seemed to open an actual physical passage to a remote location, rather than teleporting people there. And it was closed with some sort of key or passphrase that the group didn’t know. So, they set up a blind in the sewers, and decided to camp there until the next night without moonlight. When the gate opened, they went charging down into the crypt, which was once again full of ghuls.
Mouw Awa was there, of course, and he did his level best to mess the crew up. The ghuls were are minions, so were an annoyance but not much more. And in behind them all, Dhamsawaat was working some strange ritual that the players didn’t even notice until about three rounds in.
Because of their history with him, our heroes concentrated everything on Mouw Awa, dropping him to about 8 hp in the first round. Then he possessed the team’s tank and went to town on the others. Things got kinda messy after that, but the group finally realized that, under cover of Mouw Awa and the ghuls, Dhamsawaat had been steadily channeling power into a huge mound of skulls, and that couldn’t possibly be good.
The way I had set up the ritual was that Dhamsawaat could use a move action each turn to power it. After he had powered it seven times (and he was able to power it twice in one round, because he couldn’t see the characters to attack them), a huge bone ghul was going to rise from the skulls and hand the heroes their heads before going on to rampage through Belys. The power was at four or five when someone finally attacked Dhamsawaat and pulled him out of the magic circle.
This broke the ritual and released a blast of energy that finished of Mouw Awa, dropped the characters’ main tank, and fried all the ghuls. It also caused the crypt to start to collapse, in best action movie style.
Dhamsawaat fell into the cracks forming in the earth, and our heroes made a panicky escape.
By that time, we were about two and a half hours overtime, so we called it a night. Before the next game, I think I’m going to have the characters take some downtime and level up to about level 14. Gotta look at the numbers before I commit to that, but that’s my plan.
In closing, I just want to say thank you to Saladin Ahmed, author of Throne of the Crescent Moon for writing the book that served as inspiration for this adventure, and for being cool and encouraging about me running it and writing about it. Thank you, sir. You are a scholar and a gentleman.
I’m looking forward to book two.
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*** Potential Spoilers ***
The adventure described below is loosely based on the great sword-and-sorcery novel Throne of the Crescent Moon by Saladin Ahmed. I think what happens in the game is probably different enough from what happens in the novel that nothing’s gonna get ruined, but things change in play, and I might end up using some plot point from the book that reveals a little too much. I’ll try not to let that happen, but you have been warned.
Oh, and you should also go read Throne of the Crescent Moon, because it’s a fantastic book.
Last Sunday saw us return to Belys, and the matter of ghuls stealing families from their homes. When we last left our heroes, they were wandering the sewers, trying to find the source of the ghuls. They overheard a whining, sycophantic voice in one sewer byway that seemed to be making excuses to another person, trying to explain why he had failed his blessed friend.
When the group charged into the room, they found that it had changed between one breath and the next, from a narrow, dark sewer to a vast, decaying necropolis. A pile of skulls sat in front of them, a number of shattered stone sarcophagi lay off to one side, and the floor was split in a number of places with deep chasms. Amid the sarcophagi was a tall, defaced statue, and a figure in red and black robes sat at its feet, conversing with a being that looked like a disembodies shadow and called itself Mouw Awa.
There was also a whole bunch of earth ghuls and fire ghuls. And everyone rushed to attack.
My plan was to have the fellow in red and black escape the fight, and Mouw Awa and the ghuls keep the characters busy while that happened. It started out pretty well but on the first turn, Thrun managed to make his way all the way across the battlefield and knock the boss on his butt. All of a sudden, his great defensive position was much less great. I managed to get Thrun off him, and he made his ignoble escape, but it was a much closer call than I might have liked.
Once he was out of the way, Mouw Awa proved to be just the kind of pain-in-the-ass nasty villain I wanted – he kept possessing whoever looked most interesting and attacking party members, all the while keeping up a running commentary on how he was going to feast on the souls of the characters for daring to threaten Mouw Awa’s blessed friend. The ghuls – a mix of minions and standard ghuls – proved to be effective in the large numbers to keep the PCs from using their mobility to best effect, and I actually had the fighter to within 30 points of being dead. That’s the closest I’ve got him in many a session.
But we were approaching the hard stop time of the evening, so I had Mouw Awa declare that his blessed friend was safe, and then he fled. All the ghuls collapsed into dirt and maggots and cinders, and we called it an evening.
The purpose of this encounter was two-fold: first, to show them that they’re dealing with something of larger scope than they had first thought, and second, to make them hate Mouw Awa, because he’s one of the coolest villains I’ve read in some time. Success on both counts.
Next, they’re going to need to figure out where they are, and what’s really going on.
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*** Potential Spoilers ***
The adventure described below is loosely based on the great sword-and-sorcery novel Throne of the Crescent Moon by Saladin Ahmed. I think what happens in the game is probably different enough from what happens in the novel that nothing’s gonna get ruined, but things change in play, and I might end up using some plot point from the book that reveals a little too much. I’ll try not to let that happen, but you have been warned.
Oh, and you should also go read Throne of the Crescent Moon, because it’s a fantastic book.
There’s some stuff going on in real life that’s been making it hard to get quorum to play the Storm Point game, so for the next little while, we’re relaxing the quorum rules a bit to make sure the game doesn’t die from lack of momentum. Normally, we play as long as four out of five players can make it, and have one of the players double-up on running a character. But doubling up on a character is a pain, and we’re more likely to get three than four players these days, so I dropped the quorum requirement to three, said no one needs to double up, and decided to keep the entire adventure within the city of Belys to allow a little bit of verisimilitude for changing party composition based on player attendance.
This sort of ties in with some other meta-changes to our regular game. One of the reasons we had players doubling up on characters was to keep the experience point and treasure distribution even, and so limit the amount of fiddly bookkeeping I was having to do as GM. I’ve decided to move a couple of steps farther in the direction of eliminating fiddly bookkeeping, in the interests of making the game do what the group wants it to do. A few sessions back, we had a discussion about the direction of the game, wherein we decided that we would use campaign downtime to be able to advance the characters without it taking another six years to get to 3oth level. I’ve decided to do away with handing out experience points – instead, I’m just going to tell the characters when they advance in level, and use downtime for bigger level jumps.
As for treasure, I’m still working on that, but I’m leaning towards abstracting that more, and letting characters gain and swap magic items in the downtime. We’ll see how that goes.
Anyway.
I had just finished reading Throne of the Crescent Moon, so when I was looking for a city-centric adventure idea set in a vaguely Arabic city , I had a good model right in front of me. I took the main idea of an evil necromancer summoning ghuls for a nefarious purpose and came up with my own nefarious purpose and version of the necromancer. Then, I started reskinning ghouls to serve as my ghuls.
In the book, there are a number of different types of ghul, and I wanted to reflect that, but Belys is all about the Genasi noble families controlling the elements, so I decided that my flavours of ghul were all going to be elementally linked – earth ghuls, sand ghuls, wind ghuls, fire ghuls, storm ghuls, water ghuls, etc. I started with the earth ghuls, using the horde ghoul stat block, and just describing them and their paralysis attack differently – they looked more like putrescent corpses with burning eyes, long claws, and sharp fangs, and their paralysis felt like the earth trying to draw the victim down into a grave.
I’m not going to talk about the other flavours of ghul I’ve come up with, because the party hasn’t met any of them, yet.
So, armed with the ghul stats and the necromancer stats, we started the game.
The characters had become moderately famous in their quarter of the city after their elimination of Channah and their favour for Bitaryut the Blind, not to mention their popular feasts and their ties to a few merchant concerns. When they heard reports of poor families disappearing from the labyrinthine alleys of their neighbourhood, they decided to take a look.
Investigation found that the missing families had all lived in homes on cul-de-sac alleyways, and each had had a symbol drawn on their doors in blood. These symbols, according to the priest and the swordmage, were sigils of dark magic designed to call the corrupted dead to their location. Our heroes found evidence specifically of ghuls – and the priest was able to fill his comrades in on the difference between ghuls and the more common ghouls. The primary difference was that ghuls were created by necromancy, and didn’t propagate themselves the way ghouls did, which meant that someone was creating and using them.
The gang trooped up to the main temple of the Raven Queen, who handles the official graveyards of the city, and managed to only insult the honour of their priests a moderate amount when they asked if anyone had been robbing the graves under their care. The Raven Queen priests huffily informed them that none of the graves they oversaw had been desecrated, but that some in the city performed private burials for their family members, either for religious or financial reasons, and they couldn’t be expected to watch over them.
Putting things together, the party began to speculate that they might have someone trying to build an army of ghuls in the city, starting with some of the non-consecrated graves, and then using those ghuls to fetch fresh materials from the poor living in the alleys of the city. This was somewhat worrisome to them.
Given that their investigation had revealed that the attacks had all occurred on nights when the moon was either new or hidden by heavy clouds, the group decided to set up a watch to try and stop the next attack and, hopefully, gain some more information about where the mastermind was located. They hired a few mercenaries and paid a number of vendors and other street people to keep an eye on things and, when a dark night came, they used the hand of fate ritual to narrow down the probable location of the next attack.
They took to the air on their hippogriffs to be able to get to any of the three or four alleyways they thought were the targets. And, sure enough, one was. The ghuls were mainly minions, with one tough ghul seeded in the middle, and they took them out pretty quickly. They also spent a fair bit of time looking around for the necromancer they were sure must be on the scene to control the ghuls, but didn’t find him. They then followed the ghuls’ back trail down into a sewer and another huge mob of ghuls. Again, they were minions, and the gang managed to wipe them out in short order.
That’s where we left things. Tomorrow is the next installment, as they see if they can find out where these ghuls are coming from, and what vile plan is behind their creation.
We’ll see how that goes.
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This latest session of the Storm Point game was a little different. First of all, one of the players has left the game after many years, so the group is down to five. Second, we had a request to wrap up extra early, so I didn’t have much time to stretch things out. Given both those things, I decided to take a bit of a chance to see how things would fall out if I tried something the group wasn’t expecting.
As you may have gleaned from these posts, the group for this game is very much of the beer-and-pretzels, kick-in-the-door-and-get-’em style of play. We use the game primarily as a way to socialize with each other, and attentions are such that we play a pretty bare-bones flavour of 4E – we have combats, and we have the scenes that move you between combats. I try to weave enough of a story that the group genuinely cares about what they’re doing when they get into a fight, but not much more than that.
This session, though, I decided to send up a test balloon to see if they’d be open to something with a little more complication to it. I figured that, if it worked, I could make some changes to the campaign to fill it out a bit. If it didn’t, well, we had a short session to suffer through.
I started the evening talking about the effects of the heroes taking out crime boss Channah the previous session, and letting the players talk a bit about how their characters were fitting into Belys. Then I had Bitaryut the Blind, whom they had met at their feast a few weeks back, ask them for some help. According to Bitaryut, the scion of one of the genasi families who rule Belys had been disowned by his parents based on information provided by Bitaryut. In revenge, this genasi had stolen Bitaryut’s scrying crystal.
Bitaryut was somewhat reluctant to come out with a lot of details about what this genasi had done that got him disowned, hinting that there were children involved, but not going into specifics. He was able to provide the location of the thief, and offered the group a favour as a reward for returning his crystal. When pressed, he provided some backstory on the family and the thief they were chasing – they were a family who had manufactured war machines in the war which had destroyed the Empire of Nerath, and the thief was holed up in the old war machine foundry outside the city.
So, our heroes schlepped out to the old foundry and found the genasi and a bunch of war machines that he had managed to repair. And this is when things started to go a different direction.
I had managed to instill enough doubt in Bitaryut’s honesty that, for once, the gang didn’t shout, “Get ‘em!” and charge. They actually tried talking. After a little while and some tentative maneuvering, they got a different side of the story Bitaryut had told them. In this version, the thief was a victim of politics and Bitaryut’s machinations, and he had stolen the scrying crystal both as revenge and as a stake now that he had to leave Belys.
It was an interesting and gratifying moment for me. I had statted everything up for a fight if it came to that, but I was very interested in seeing the players take a different tactic. I ran the whole thing as a conversation, with very few rolls – no one tried to intimidate anyone, and I think there was one Insight check to see if he was lying, but everything else came down to straight roleplaying.
In the end, the group convinced the thief to trade them back the scrying crystal in return for a teleport to Storm Point and an introduction to the leaders of the town. Their idea is that he, with his war machines and the texts he’s discovered on repairing and manufacturing them, may be a valuable addition to their old hometown. There was a little bit of threatening here, of the “We’ll kill you if you mess with our town” style, but generally it went without a hitch.
And, of course, I awarded them full XP for solving the problem without resorting to violence.
So, why did I do it this way?
As I’ve said, this campaign tends to focus on creatures to fight and challenges to overcome. Part of the reason for that is the dynamic and attention span of our group, as I noted above, and part of it is that combat is the thing that D&D 4E does best. I’ve been reading the little bit of information being released about D&D Next, and it’s been causing me to re-evaluate some of the things I’m doing in my current D&D game.
It occurred to me that I was being lazy. I had tried some more elaborate storylines earlier in the campaign, and they had quickly got lost or ignored, so I stopped working on them, instead putting all my prep time into coming up with interesting combat encounters, along with just a few linking elements. And the group seemed to like that.
But we were feeding into each others’ assumptions. I assumed that they weren’t interested in anything besides combat, and they assumed that all I was interested in giving them in this game system was combat. The playtest reports from D&D Next talk about how much freedom of action there is in the game, and how it emphasizes interaction and exploration as well as combat.
Hell, it inspired me. I figured I’d throw some options in, and we’d see how things went.
What do I take away from this? Just because the game is working doesn’t mean it wouldn’t be improved if I change things up a bit. I can be a bit daring and, it seems, my players will follow. And that’s awesome.
I’ve got to think about how to keep this up in the game. I count it as a great success.
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The last session wrapped up the Channah storyline in the Storm Point game, which was good, but the most valuable part of the game – for me, anyway – was the discussion we had about the direction of the game from here on. That discussion happened at the beginning of the evening, but I’m not going to talk about it until the end of this post.
So, Channah.
Armed with the glyphs for Channah’s teleport circle, our heroes went out and purchased a copy of the linked portal ritual and the materials they needed to conduct the ritual. They spent some time making sure they had a plan, and then teleported in to Channah’s hideout.
I was a little torn in setting up this evening’s encounters. On the one hand, I wanted to wrap things up this session, and our group is slow with combat – multiple full encounters meant that we would not finish this evening. On the other hand, it strained my sense of verisimilitude to have the group pop into the big main fight, kill the bad guy, and go home.
I addressed this with minions. After all, when you’re sneaking through the bad guy’s hideout, the incidental guard patrols should mainly be a threat because they can give the alarm, not because they might kill you. So, the party arrived in the cellar store room with the teleport circle to find that Channah, knowing he’s got some folks gunning for him, had set a guard.
They were, as I hinted, minions, so the gang took them out pretty quickly, but some bad rolls meant that one was able to give the alarm. There was only one door out of the room, so our heroes barred stood guard on that while they looked through the piles of boxes and barrels in the room. I tried to make it clear that the stuff was mundane supplies, but that just seemed to make them more suspicious, so they took the time to actually search everything.
At which point it occurred to me that there was this teleport circle in the middle of the room, and Channah knew how to use it. So, while everyone was either poking through barrels of flour or watching the door, a full squad teleported in behind them and got the drop on them. They mowed down this (larger) group of guards in good time, and realized that, every minute they were spending down here was one more minute Channah had to get ready.
So, out they went, and up the stairs, into the killing ground Channah had set up. I had planned the map to be fairly open to begin with, but with tables, chairs, and the like that allowed for the defenders to set up some defenses if they had a couple of minutes to prepare, which they did. The fight was tough, with some of the party’s tactics turning against them. I ran into another dilemma during the battle, though.
Channah, unbeknownst to the party, was an oni mage. He usually appeared as a very, very old eladrin, and would appear and disappear using his invisibility, popping up to blast the party with some of his area attacks before vanishing again. Toward the end of the battle, I realized that it would be child’s play for Channah to just turn invisible and run off, carrying on his vendetta against the characters. I considered doing this, having him disappear for now, but come back as a recurring villain.
Then I remembered Jemmy Fish, and realized that wouldn’t work. The group would hunt him down to the exclusion of doing anything else. Ever.
So, rather than doing the better-part-of-valour, live-to-fight-another-day thing, I kept Channah there to end this. I got some good reactions when he unveiled his true form and began laying about with his massive sword, and his hidden lamp-oil explosion meant that the last part of the fight was in a burning building, but the gang had thinned out his defenders enough that they were able to concentrate on him, so he went down fairly quickly.
Next session, I’ll need to have something new for my players. Actually, what I’ll have to do is have a few options ready, so they can pick which direction they’re going to go.
Anyway. About that discussion I mentioned at the start of the post.
The previous session, I had mentioned that there was a moment when it looked like the group wanted to end the campaign and start a new one. In retrospect, I realized that we had been running this game for three years, and it wasn’t a bad idea to take the group’s temperature and see if they wanted the game to continue, or if they were interested in a change. I started the conversation going with the following question on the Storm Point forum:
Okay, gang, last session I (facetiously) put forward a proposed campaign change, wherein you fellows become crime lords in Belys, the campaign ends, and we pick up twenty years later at first level, with you being the oppressed masses out to bring down the massive oppressors. (See what I done there?) Though I meant it as a threat, it is a viable campaign, and it seemed to capture the imaginations of some of you.
So, in light of that, I’m asking the group as a whole what you want to do. Here are the options:
- Continue with this campaign. We’ve just made it to Paragon Tier. Let’s see if we can make it to Epic Tier and become gods!
- Become crime lords and reboot. I like the world, but am bored with this character or storyline. The new one sounds better.
- Let’s try a completely new campaign. This has been fun, but I want the new hotness. Let’s try Dark Sun, or Eberron, or something else. We’ll have to have a talk to pick one.
- Let’s try a totally different game. D&D has been fun, but I’d like to try a different game system. Cthulhu, or space detectives, or superheroes, or something else cool. Again, we’ll have to have a talk to pick one.
- Screw you guys. I’m going home. It’s been fun, but I’m going to bow out of the game.
Feel free to discuss below. I am willing to roll with any of the above options, and my feelings will not be hurt if you choose something else. I’m leaving the poll active for one week, but what I’m really interested in is the conversation on the topic leading up to the votes. Revoting is allowed if the discussion changes your mind.
Have at it.
The vote was pretty overwhelmingly in favour of continuing with the current characters, but I wanted to get a better feel for how people were feeling about the game as a whole, and what they wanted to see as we went forward. The talk revolved around the fact that, three years into the game, the group had just reached 11th level.
The upshot is that the group would like to take the characters all the way to 30th level, but don’t want to spend another six years getting there. We talked about varying the progression rate in different ways, and the one that seemed to click for everyone was a technique I had used to good effect back when I was running Broken Chains – campaign downtime.
Campaign downtime means that we run regular sessions, with regular XP, and then, every so often, I say, “Okay, downtime. You’ve got two years. Give me a paragraph or two on our forum about what you do in that time, and level your character up three levels.” This allows the campaign to progress with the in-game stuff being highlights of the characters’ careers, while the out-of-game stuff allows them to flesh out backstory and provides passage of time in the game.
The other thing we talked about was how the game was going to end. The upshot of that conversation is that I need to start using some of the stuff I’ve been talking about in my posts on emergent campaign storylines to pull together a focus for the rest of the campaign.
Now, one of the players wasn’t at the game, and wasn’t able to contribute to the conversation because of that, but I think we’ll have Milo’s buy-in on this. And it gives me some concrete things to do over the next little while to move the game forward in a way that I think everyone will like.
So, win.
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So, today Wizards of the Coast announced the new iteration of Dungeons & Dragons. Of course, you know that, because that’s pretty much all that gamers are talking about on the Internet today.
I’m cautiously optimistic about the new edition. Every new edition of D&D has, to my mind, added something new and valuable to the D&D gaming experience, even if it’s left behind some things of value from previous editions, and I expect that this edition is going to be no different. It’s going to do some things right, and it’s going to miss the boat on some things. That said, the stated design goal of making an edition that is accessible and open to fans of all editions points to the folks over at WotC recognizing that there are things of value that have been left behind in the previous years, and looking to correct that.
So. Cautiously optimistic, as I said. But as we wind down 4E, there are some things that I really hope the design and development folks over at WotC have learned from the 4E experience:
- Value external playtester feedback. The various articles note how external playtester feedback was pretty much ignored in the development of 4E. This is a mistake, because it’s the external testers who will tell you what the game actually plays like at the table. Internal playtesters are great – and necessary – but they’ve often been steeped in the development process, and are coming to the game with a very narrow set of expectations. External playtesters have a much broader range of expectations, and are better representative of the target audience. But that’s a no-brainer, right? WotC says it’s going to listen more to playtesters this time around. Let’s hope they follow through.
- Deliver what you promise. What I’m talking about here specifically is the horrible mess the online tools for 4E are. Sure, the character builder and the compendium are pretty good, but I still use the downloadable version of the monster builder, because the web-based one doesn’t have half of the functionality I need for tweaking monsters. And the virtual game table is only now really becoming available. And all the other adventure tools are… well, just not there. These are all really disappointing to someone who is paying for DDI every year, and finding himself using exactly one tool. So, you know, keep an eye on promises and the fulfillment thereof.
- It’s not all about the combats. 4E is a very focused, finely tuned ruleset, developed to make exciting, cinematic combats. And then you throw in some stuff to give the characters a reason for going from one combat to another. There really isn’t a lot out there to support play outside of combat – there’s just enough to allow the characters to find their way to the next fight. This is a large part of what makes the game feel very much like a video game, and sends people looking for other things to play. All of the complexity and support for the game lies in the combat system, which emphasizes a very particular style of play. Broadening some of that complexity and emphasis would broaden the audience for the game and win back market share, I think.
- Look close to home for innovation. It’s obvious that the 4E developers looked long and hard at board games, card games, and video games when designing 4E, and that’s a good thing. But it seems to me that there are a lot of exciting new game designs out there in RPG-land, too, and looking at some of the indie RPGs and story games could provide a lot of ideas and insights into how to support non-combat actions, and how to speed up combats as well. Which is something I think D&D needs.
- Build in an entry strategy from the get-go. Start with the Essentials line, and then add the complexity. Don’t come in half-way through with the beginner set. I think this one is a no-brainer, but just putting it out there. That way, you don’t have to rely on the current fans – who may or may not make the edition switch – to build the market. You can capture the new gamers hitting the scene, and maybe even pull in the old-school fans who have poo-poohed the complexity of modern editions.
- Remember that the rules are a tool set. The rules are not the game. The game is what happens at the table. WotC is not the dispenser of truth about how to play the game, they are the providers of the rules, and the DM and players get to mangle them as they see fit. The groups are going to house-rule stuff, and twist stuff, and home-brew stuff, and just plain get stuff wrong, and that’s great, as long as they have fun. Concentrate on providing them a tool kit they can use to build their own coolness in-game, rather than a hard-and-fast, rigidly defined game experience. Leave room for the players and DMs to inject themselves into every level of gameplay and – as far as possible – support the different types of play experience. I know, that last bit is tough – be all things to all people – but it’s a valuable goal.
Those are the big lessons I hope WotC takes forward into this new iteration. Beyond that, I have my own pet peeves that I hope get eliminated and sacred cows that I hope get supported or returned to play.
There is, of course, going to be some public outcry about the whole thing – it’s another cash grab, they’re ruining my favourite edition, they won’t listen to the fans enough, they will listen to the fans too much, it’s too much like game X, it’s not enough like game X, the whole thing is going to crash and burn, etc.
For my part, I’m cautiously optimistic, based on past experience. Let’s see if WotC can indeed produce a D&D game that is all things to all fans.
I’d be happy if they succeeded.
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