Dateline – Storm Point

***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***

We had a full house at the last Storm Point game ((The previous session, I had run out of prep time, so we ran a session of D&D Next playtest, using the Caves of Chaos adventure again. The big thing from that playtest: we really liked the new fighter mechanic.)) , which was nice, as we were heading into the next phase of the campaign. I had let the characters advance up to 14th level, with the idea that we were going to start on the next adventure int he Tomb of Horrors book.

The reason for going this way is that the majority of us are getting tired of D&D. We’ve been playing it for a long time, and are starting to be ready for a different system. On the other hand, we’re liking this campaign and these characters, and don’t want to just end it without some sort of resolution. So, what we’re planning is that we will run through the Tomb of Horrors book ((Well, I may collapse some of the adventures in the interests of shortening the amount of time it takes us to get through things. You may have noticed that we don’t get a whole lot done in a session.)) , which will take the characters up into the Epic tier, and provide a nice, memorable conclusion to the campaign.

What then? Well, we’ve been talking over some of the options. If we want to stay with the fantasy style game, maybe Dungeon World. Apocalypse World and Night’s Black Agents also got some interest, and I forgot to even bring up Ashen Stars, which I think this group would really dig. But that’s a good year or so away, so I’m not sweating it right now. We’ll make the decision when the time comes.

Anyway.

I started the session asking how the characters had kept busy during the downtime, and let each player tell a short story about something cool they had done in the time between the last session and the current one. Then, I told them that they were getting bored, with nothing big and exciting going on, and asked them what they planned to do about it.

They decided to go ask Bitaryut the Blind – the seer that they’ve had some dealings with previously ((And, because he had tried to use them to further his own plots, they had something to hold over his head.)) – if he knew of anything that they might be interested in. He had a parchment covered in runes and sigils that looked very much like the markings that our heroes had seen in theGarden of Graves, designed to funnel the energy of death to a collection point. That intrigued them enough to go looking for the stone portal in the desert where a merchant had copied down the markings.

After some investigation of the portal, they discovered that it opened with a small sacrifice of blood rubbed on the stone, leading to the Shadowfell – specifically, to the dark, ruined city of Moil. They dithered and bickered for long enough that Thrun, the dwarf fighter, just jumped through the portal.

On the far side of it, Thrun was immediately attacked by some very powerful zombies and wights. The rest of the gang followed him as they were able ((In initiative order, of course.)) and joined the fray, but the fact that they had started the combat separated meant that it was a tougher fight than it had initially appeared. The terrain didn’t help them much, as I had overlooked the bit of the description that talked about how the floor of the tower on which they were fighting was tilted, so I had the floor shift and tilt during the combat, showing how the building was unstable and teetering on the edge of collapse.

They did triumph, however, after a tough fight, and took stock of their surroundings. I described the dilapidated towers and crumbling bridges, the dark and the cold, and let them get the idea of what a bad place they were in. But it was late by that time, so we called it for the evening.

Next session, they need to figure out where the runes are in this place, and what they’re meant to do.

Dateline – Storm Point

***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***

Sunday before last ((Yep, I’m falling behind. Work stuff.)), we got together and finished off the first stage of The Tomb of Horrors ((The way the adventure is constructed, there are a few different stages, and they don’t run one right after the other. You space them out with some other adventures between them.)).

Considering the track record for this group getting through encounters, and the fact that this was the first game I was running in about five weeks, I wasn’t too confident of getting through the two encounters that were necessary to wrap up the adventure, but the gang really pulled together, and we were able get to the ending.

I was leery about running the encounter with the game tables, which is essentially an extended skill challenge, in large part because the write-up for the encounter had only one combination of skills that could be used to win, and each of those three skills would need to be used to win. This is, I believe, a real flaw in a skill challenge, so I disregarded it, and went with my default style of running skill challenges, which is to let the player pitch a skill and why it should be usable, and then set the DC based on how convincing the pitch is.

They got through the challenge, but sucked up some nasty psychic damage in the process. This, coupled with the way I was playing up the energy-sapping nature of the Garden of Graves ((Basically, every time the group took an extended rest, they recovered one fewer healing surge. So, after two extended rests in the Garden, they were starting their adventuring day two healing surges down.)), they were somewhat wary of running into the last encounter.

And that last encounter was a doozy. I had them all bloodied at one point or another, and dropped the Warlord at one point. Everyone else found themselves down in single-digit hit points during the fight, I believe, but they pulled it together, and killed the various zombies and the plant monster. Then, it was on to dismantling the arcane engine at the heart of the graveyard, and heading back to the mortal world, which we just glossed over.

I awarded the group a few more experience points than the adventure called for, simply to get them all up to 11th level, so we could start Paragon Tier play with their arrival at the city-state of Belys. This means all my players are trying to decide on which Paragon Path they want to pursue.

I’m making some meta-game changes to the way I do things at this point, too. I’ve found that the planned treasure/magic item distribution that is the default of D&D is a real drain on my time, so I’m ditching it in favour of the random distribution set out in the Essentials books. That means I’m ditching the magic item wish list system I’ve been using for the players, and adjusting the magic item economy to make selling unwanted items more profitable. Thus, by giving the group slightly more magic items, and letting them sell them for 80% list price, the group will still get the magic items their characters want ((Some say, “Need,” but I think it’s just pure avarice.)), but the work is offloaded from the GM to the players. Which I like.

I’m also letting the group swap out their current magic items, but I haven’t figured out exactly how that’s going to work, yet. I’ve got a little while yet to think about it.

Dateline – Storm Point

***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***

This past Storm Point game was pretty short. One of the players – the one who owns the space we pay at – developed a migraine, and we called it a night early.

We did get through the rest of the encounter, however. It was a tough slog, indeed, with the closely-matched antagonists. Of course, as with all battles, once one of the monsters dropped, the rest sort of cascaded as the characters were better able to concentrate their attacks. Some crappy rolls to distinguish friend from foe caused a few problems, but in the end, they made it through, and proceeded to take an extended rest.

So, that’s really all there is to say about that.

Dateline – Storm Point

***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***

Yeah, I broke down and told the group what adventure we were playing. The combat this past session was extremely frustrating, with dazing auras and devastating attacks from the monsters, and one of the players commented that the punishment for failing to solve the puzzle on the first try – the monsters appearing – was really kind of out of proportion.

So I told them that they were playing the new Tomb of Horrors, and suddenly they understood. Punishment in this adventure is always going to be out of proportion to the infraction.

We picked up the game after an extended rest, and the party investigated the sundial and brazier. They had no idea what it was for, and eventually decided to move on. The way led outside, and across a bridge, into another large, strangely shaped building. This one, in addition to the runes, had a number of tapestries hanging on the walls.

Now, one of these tapestries was important, and described in detail, and had an illustration. The others were sort of glossed over. I didn’t like the idea of zeroing the players in on this one tapestry right off the hop, so I didn’t show them the illustration right away, and I made up a descriptions of each of the other tapestries that they looked at. This had mixed results; it made them have to work a little more to find the tapestry that was actually important, but it also made them pay a lot of extra attention to the other tapestries.

They discovered the important tapestry by going around the walls, ripping down tapestries, and the enchanted one wouldn’t come down. That’s when they got the illustration, and they pretty quickly figured out that puzzle, using the platinum key they had discovered earlier. They also discovered the two secret doors in the room, but were unable to open them.

Then it was into the other half of the room, with a tall torch and numbers arranged on the walls. They figured out that they needed to cast a shadow on a number, but got distracted by the tapestries, and picked a number that seemed to indicate a time represented in the tapestries. This got them a heaping helping of mad wraiths and a rather brutal combat.

I have a sort of love/hate relationship with puzzles like this in games. When they’re fun, they can be a lot of fun, but eventually, they stop being fun and just become frustrating. As a GM, I find myself having to watch the players carefully, and judge when the puzzle is starting to shift from interesting to annoying. At that point, it’s best to give little clues and nudge the characters in the right direction. I mis-timed this one, and wound up having to be much more explicit than I would have liked in order to head off the frustration and annoyance.

Still, the fact that they party had to go back and play with the sundial to find the right number to cast the shadow on should – I hope – illustrate the fact that the solution to a given puzzle is not always immediately present in the room where the puzzle is. We’ll see.

That’s where we left it that evening, after the revelation about the adventure’s identity. There was more exploration and problem-solving this game than combat, which is certainly something I want to encourage, but the combat was pretty long and brutal. The fact that we were down two players also slowed things somewhat.

But it was fun, and we’re looking forward to the next one.