Tag - Scepter Tower of Spellgard

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Sunday, August 30 2009

On the road to Spellguard - the final mile before destination

I hadn't gamed with my fellow players for months - two of them now had new characters and another one had none. She retired her old character which didn't do much for her and didn't have time to prepare a new one.

I had a scenario ready to introduce the new characters and bridge our current situation to the "Tower of Spellgard" scenario. I was a bit bummed out to be missing one player - one who is usually a strong role player.

I love having one or two role players - they really help me move the story forward and make it more interesting for the occasional "lurker". And I'm mostly a role player myself.

This threw me a bit, but I could adjust my scenario and come up with a cool encounter and an intro to Spellgard.

Two things were preparing to bite me in the arse and change my plans : I was prepared for Spellgard one month ago and due to many events happening in my personnal life, did not find the time and energy to re-absorb it. I was really stressed out about playing in Spellgard and scared half-brainless about running it wrong.

The second thing is that I played with ChattyDM's gang the night before and I didn't get enough sleep. In retrospect, I was probably too tired.

In any case, my entrance scenario was something I was ready for and that I replayed countless times in my head. I even test-played the encounter a few times to make sure it could be interesting.

The setup was as such:

The group was in the caravan, on their way to Spellgard. On the road, they picked up a brainless barbarian, carrying with him a magical chest which, he said, contained a magic thunder rock given to him by the gods to make him rich and popular with women of his tribe.

He ran tests on it and knew that it made the ground tremble when he hit it with a stick. His tribe's shaman put it in a magical protective chest and sent him to the city to get it inspected by some very important mages.

While they were conversing with the fellow, a screeching sound was heard from the sky. When they popped their head out of the caravan wagon to see what made the noise, they heard some kind of a loud flapping noise.

Aiming straight for the caravan was a big dragon made up of sown together parts of other dragons. In its claw, it struggled to hold a swordmage while its rider - an armored man - was wrestling with a diminutive mage... Which I thought was a pretty cool way to throw in new players!

The players in the caravan braced for impact. The swordmage managed to slash at the dragons' wing in hopes to change its aim.

The dragon was deviated, but still crashed on the wagon. Upon impact, the armored rider teleported out of its armor.

The caravan wagon was broken, but no one was seriously hurt. The chest, however, was opened and the thunder stone was visible inside.

They recognized the "patchwork dragon" as the creature they had "freed" in their first adventure and that probably tore at the small village they had visited earlier. It now seemed to be aiming for them.

The combat started and seemed to keep all of my players quite engaged. The dragon had no qualms about using its breath and fear weapons and giving them the hardest time possible.

The dumb barbarian also participated to the battle, but could only act if the players instructed them. As a minor action, a player could scream an order to the barbarian. On its turn, it would choose one of the commands randomly and obey it.

The players quickly noticed the ground near the point of impact was cracking when the dragon was walking upon it.

The players rapidly devised a plan to have the dragon crush the thunder stone, which involved asking the barbarian to jump and grapple the dragon. In no time, they managed to collapse the ground and send the dragon and most of the players fighting underground. My way of having the terrain change and keep things interesting.

A few players managed to stay on top and used their ranged attack to shoot at the creature.

Underground, the dragon made use of its could of darkness to try to surprise its prey. After a few clever ruses and tactics, they heroes managed to slay the beast.

The combat lasted nearly 3 hours. Yes. Three hours. During the whole time, the players were actively engaged but I felt that the energy was getting low and called a break for food.

We were supposed to resume play after food, but I was so exhausted I actually fell asleep. It was running late so the game ended in that weird phase : we had what I perceived was a good fight and I think the players involved had fun too.

But there was no reward and no feeling of conclusion. I did buy some time for Spellgard, though.

Here are a few things I struggled with : the two levels of height in combat and fighting in a cloud of darkness.

For the height levels my instincts told me to calculate height and use distances, but my understanding of the rules was to avoid using height. So I mostly downplayed the dragon here and allowed the higher grounds to shoot down with inpunity.

For the darkness, I had planned a few cool scenes to take advantage of that, but my play testing told me that while it was tactially sound for the dragon to use the clould of darkness, it made the combat long and boring. After a few rounds of playing "battle ship" in the magical darkness, I let it go.

I had some fun, but was too tired to conclude properly and got stuck with an odd feeling about the game. I don't think I'm pulling my players willingly in this story line... and I don't feel most of my players even like their characters.

We might have to do something drastic, next time I DM.

Next game, however, I won't be DMing - Steve (who DMed this group before me) will host a game for his birthday as DM. I can't wait to play Kellen again (a younger, alternate, version of the one I played at Chatty's).

Tuesday, May 5 2009

Meet Eldak "Grissom" Serpenthelm

Medieval CSI Summervale. The village is rather small. A few farms, a few shops - not sure there's even 100 people living there.

Everything in the village has been razed. Mary buildings are burned sometimes by fire, sometimes by acid - the other buildings have been trampled. Bodies everywhere - burnt, frozen, torn apart.

Nobody, it seems, survived what had happened here.

Near the edge of the village lied the corpse of a gigantic creature. An elderly man was looking at the corpse at various angles, looking rather puzzled.

The heroes quickly joined the old man.

"You too, young woman, are intrigued by the presence of irregular creatures?", he asked Marisol.

Marisol was very suspicious of the old man's presence. Nevertheless, they both examined the creature's corpse at their feet.

The old man, who presented himself as Eldak Serpenthelm (I know my last name sounds villainous, but I did not choose it) identified the creature as being a mixture of a dragon's head, a giant's torso and the lower part being reminiscent of a lion. Definitely not the creature that escaped our heroes.

I had a kinda-skill-challenge based scenario here where the players could examine the remains and find clues and theorize among themselves about what was happening.

It turned out that I mostly role played with Marisol while most of the other players were either falling asleep or talking about something else. I failed to notice this at the time and probe whether this part should be kept for next session.

I felt that the analysis of the corpse was cool for me - medieval CSI typed - and it made sense too! I had fun with that... but I think my "Grissom" was too clever for his own good and he solved most of the puzzle for himself.

Arkanys, feeling that the old man knew more than he let on, tried to frazzle him with death threats.

The old man was not impressed and started a small philosophical argument - which Arkanys fled in order to help save a child stuck under some rubble.

During the exchange, Marisol notice that the old man and Morrigane were secretly exchanging glances - as if they knew one another.

They went on to try and gather some information from the child. The child was ordered to hide under the bed as soon as the creature attacked the village. He heard screams and destruction for a while, then he heard a second creature come in and fight the first creature - their fight is what destroyed the whole town.

This is where I started noticing that I was loosing players. I cut short on the kid interrogation and just had him plain give them the info.

Arkanys notice that Eldak was listening on the conversation.

He immediately threatened to end the old man's life if he didn`t tell him why he was listening in.

"Well, I'm trying to understand what has happened here, what do you think? Why are you here? What are you always so eager to end a man's life, young Shadar Kai?"

"Life is meaningless, old man. Only death has meaning."

"Ah. So young... so foolish, still! Did you not yet figure out that it is the measure of a man's life that brings meaning to his death? How can you worship death and have no respect for life?"

One of my favorite interaction of the whole game session.

At this point, I would have expected my players to discuss about the clues and come up with some theories much cooler than what I came up with.

But with only two players actually role playing, and a few others nearly sleeping, that didn't happen.

Annoyed by the old man's presence and the obvious fact that he knew more than he let on, the players went to confront Morrigane. She too, seemed to know more.

Morrigane did not really resist Marisol. She rapidly revealed that she and Eldak were both members of a secret society - the Valaistu.

Durign the game session, the organization had no name. I just came up with it.

The Valaistu are monitoring the appearance of strange creatures around the world in an attempt to find and stop their creators.

According to their sources, some organizations are working towards the creation of gigantic creatures and wreak havoc ever 100 or so years. Every time the cycle starts, enormous creatures fight one another around cities, causing enormous destruction and death.

The caravan is actually a front operation to try and spot potential recruits. While the heroes have not yet proven themselves, the Valaistu still requires their help - the creature fights have started ahead of schedule and they have not yet gathered enough information.

Eldak soon joined them.

"I cannot gather much information here - the creature from the Kobold's lair won the fight. From what your party has told us from the Keep and what I could see from the remains, both creatures seemed to be from the same creator... I suspect he wanted to keep only the strongest one."

"We need to go to the Oracle", said Morrigane.

"An Oracle is too unreliable-"

"It worked for Adelinde - these adventurers proved that much. It is settled then. We are heading towards Spellgard...

Adventurers - we would like you to join the Valaistu. At the very least, we would like to hire you to try and gather information from the Oracle of Spellgard. Will you join us? Will you come with us?"

That was my clever way of biding all the previous adventures into one cohesive whole. Arkanys figured out part of it during the investigation.

But, I had failed at emotionally connecting my worn-out players to the quest.

They agreed to follow - but not to join the order. But looking back on the session and comparing it with my notes, it feels like I've railroaded this show something fierce.

I don't know if I should help my players find a motivation to help out... this feels just like some more railroading.

Actually, I need to find out more about my players and their backgrounds - help them find their own motivations for adventuring... and weave some of that into my campaign.

I also need to find some cohesion within my group - for there aren't really any reasons for them to stick together.

What I plan to do is have a little role playing session by email, where I will poke at their (potentially secret) motivations to go see the Oracle.

I think I should see if we can cut back a bit on the goofing off. I have nothing against goofing off, but I feel the role playing part of the game would have been much more enjoyable if there had been less distractions.

My players seemed to have enjoyed the game and so did I at first... but I am left with a feeling that this game session - which I tried to tailor to please my role players - ended up pleasing only myself

Or maybe its the introspective eye of the DM that is never "good enough" speaking.

The PCs are now all level 2. Most of them have received a magic weapon. Next session, should my players decide to actually go there, should mark the actual beginning to the Spellgard scenario.

The amazing Medieval CSI picture is (c) AnimaFantsy.com which, sadly, is a dead link.

Monday, May 4 2009

Returning the lost husband

Caravan The heroes caught up with the caravan in the town of Windby, where the townspeople were eagerly awaiting their arrival. Upon seeing them, they bombarded our heroes with questions - so eager they were to learn of their adventure.

The heroes rapidly found Lady Adelinde, who silently wept for her deceased husband.

The Oracle had been right.

Looking for Morrigane, the caravan leader, the heroes went to the town's inn. The innkeeper, honored by the presence of such heroes in his town, gave them food and drink, as everyone present cheered them on.

They caught up with a drunk, visibly shaken Morrigane who had holed herself up in a room.

She received news from the town Elturel that something horrible had happened to the nearby village of Summervale. The news didn't say much more.

She explained that her younger brother lives there and she kept tabs on the small town (less than 100 inhabitants - all elf wannabes). She decided to abort her regular route and take the caravan there and see for herself what had happened.

Arkanys and Dali were not pleased with this turn of events - they did not get on this caravan to be heroes and rescue everyone on need... especially not for free.

They would not follow and they would pursue their trip towards Baldur's Gate without the comfort of the caravan.

Morrigane tried in vain to appeal to their sense of morality and duty and succeeded to get them to think about helping her by promissing payment.

These PCs are not motivated by nobility - mostly by greed. As a storyteller and as a DM I actually like the character very much - especially the growing rivalry with the NPC Alnar.

However, Arkanys is played by one of the most accomplished role-players of the group and his personality overcomes all other PCs - even PCs who have stronger charisma and diplomacy. I finally noticed that and decided to start having the NPCs prefer to speak with the more sociable heroes instead of merely the most vocal one. After all, I don't want to discourage my strongest role player - I much prefer to encourage the other ones.

One of my challenges here is that Arkanys rapidly uses intimidation when dealing with NPCs... and NPCs basically have no chance against Arkanys - they are automatically intimidated. I had tome come up with an NPC that would not be intimidated and potentially steer the PC towards a more socially acceptable stance. We'll meet that NPC in my next post.

Later that night, Morrigane went to Marisol's room - she had received further news from Elturel. It would seem that a huge, horrible flying creature had attacked and razed the village for no apparent reason. Morrigane shared her fear that the creature might be the very one that had escaped the heroes a few weeks ago.

Marisol felt that if they where somewhat involved, they should at the very least go take a look.

The next morning, the group - mostly reluctantly - decided to follow the caravan to Summervale.

See, here Morrigane appealed to the Paladin's sense of responsibility. However, no player was convinced that going on yet another random even made any sense and they started to feel like they were on rails.

All PCs reluctantly followed. I knew I had something cool in store that should redeem my whole plot line.

What I failed to notice, though, is that the energy level of the players had greatly diminished. Perhaps I should have called in a recess. But I really didn't want to end it on what I perceived to be a low note.

Also, even though we tried to first "evacuate the social energies", our group's natural goofiness overcame just about any attempt at role playing. The player's tiredness sure didn't help either.

I had a random encounter somewhat prepared on the road to Summervale, but chose to go straight to the role playing part.

Next post will relate the finale of that night's gaming session.

Caravan Picture found at The Northern Echo

Sunday, May 3 2009

The missing husband, part 2 of 2

Zombie Gnoll

Every-two-weeks-Friday-night games are gone in favor of weekend-game-whenever-we-can-make-it-fit-night game. We met up early, had supper. Theoretically discharged social energies, sent the kids to bed and got ready to play. More on that later on.

After their encounter with the group of kruthiks and zombies, the "heroes" rested up and... nearly decided to go back to the caravan and let the husband's corpse rest wherever it may be.

A few of them argued that they should go back in the hole and solve this puzzle.

This is one of the problem I struggle with regarding the party at this point - they basically have no motivation to adventure. I have failed to pull it out of them and the core role-player of the group is playing a sociopath... which can be intimidating to the budding role-players. I love the sociopath PC, but we need to find a way to rein him in a little - to make him somewhat fit with the party... even if its a bit against his will. More on player/PC motivation to come...

Lord Adelinde's note book contained cryptic notes leading to the location the heroes were already in. A few scribbled maps made them believe that they were near the adventurer's quarry: Aararlo tomb.

Note to self: create names that you can pronounce... or at the very least, practice it a few times around.

According to the notes Aarlarlo was a legendary gnoll warrior that has been buried here with his treasures and a few servants. Lord Adelinde was persuaded that a valuable artifact was hidden here - though he did not write what it was.

The heroes decided to risk the adventure - perhaps the treasure would be worth it.

Rolen and Arkanys devised a plan where they would cover themselves in kruthik blood and carry body parts - the smell of the defeated kruthiks might help in fending off any remaining members of the horde. Kruthiks are in there for the food - if the prey is too strong, they'll keep their energies for easier prey.

It did not take them long to stumble into a cave filled will young kruthiks, feeding on corpses at various stages of decomposition.

The critters rapidly sense the incoming footsteps... as well as the blood of their fallen elders. They fled the room in haste through various crevices in the walls, a flurry of wild clicks filling the air.

What they left behind is some kind of crude burial room. One gigantic coffin sounded by a few smaller ones. On the wall above the giant coffin hung a dream catcher.

A giant gnoll zombie - roughly twice the size of a regular human - stood among the corpses, surrounded by a batch of smaller zombies. It held a bastard sword in one hand and his eyes were aglow with hatred - something the heroes are not used to see on a zombies.

Following another one of Phil's advise to change the flavor of the encounter, I used a solo monster instead of a group of monsters. I knew the fight was going to be easier than the first one. I wanted to give it a different feel to try and satisfy the more story-oriented players of the group.

Sensing something was odd with the dream catcher device, Arkanys quickly teleported in front of it and seized it. Something was afoul indeed: the device, usually used to keep evil spirits out, was actually rigged to keep evil spirits in! Over the years, the evil spiritual energy in the room was dense enough to raise the entombed into the horrors standing before the heroes.

While Arkanys was working the tribal macrame, the rest of the crew started to work on the zombies.

In no time - in great part due to Dali's magical prowess and the power of Iris' faith - only Aararlo and a corruption corpse were left standing.

Arkanys then slashed at the dream catcher - releasing a wave of radiant energy, burning at the remaining undead. The corruption corpse at his side was thrown 25 feet away from him - giving the Shadar Kai enough time to ready his blade and prepare his vengeance.

Followin up on some good advice from my friendly neighborhood ChattyDM, I made the room's interactive element more interesting than the player's regular powers. In this case, breaking the dream catcher did a level 5 turn undead - enough to get rid of the minions, seriously injuring the artillery and possibly hurting the solo monster.

Sadly, so to speak, the party managed to get rid of all the minions before Arkanys got to the dream catcher. Nevertheless, I feel the prop worked, even though it was less cool than I wanted it to be.

Aararlo, however was unfazed and used his necrotic tendrils to latch onto Marisol, crushing her in his deathly grip.

While Benerra, the death-dealing rogue was embedding dagger after dagger in the monster's forehead from afar, Rolen shot at the abomination's tentacles in hopes of helping Marisol free herself.

Arkanys made short work of the corruption corpse and turned around just in time to see the abomination fall from one well-placed arrow go straight through Aarlarlo's walking corpse.

The giant rotter fell to the ground... only to rise back up a few seconds later.

He was left alone and we usually take the creature pieces off the board as soon as they are dead... so I basically raised him right after he fell.

In retrospect, I should have left them remove the piece from the board and just put it back in later - I wasted a good suspense moment which might have made the encounter something special.

With the might of the six heroes combined together, Aararlo was quickly put to the ground and dismembered.

Searching the room and the corpse, they noticed that what first seemed to be the dream catcher's frame was actually a crude bow.

Rolen quickly established that it was Aararlo's bow - a crude-yet-effective weapon that could cause terrible bleeding to its target.

The also found a healing potion and a nice cache of gold pieces, as well as a ring worn by one of the lesser zombies.

Dali noticed that the ring matched Lady Adelinde's ring and the corpse was most likely her husband's - the body which they were to bring back for last rites.

Deciding that they would not want to carry the damned thing - even less than subject the widow to the sight of a zombified and horribly mutilated body, the heroes decided to give it its last rites on site and keep the ring as proof of their deeds.

The fight was way more easy than I wanted to. The main reason being that this is the first time I ever used solo / elite monsters. Aararlo actually had 2 action points to use and he used none! He could've done some serious damage and at least threaten the group. Raising him at a more climactic moment would have been great as well.

Nevertheless, I had handled this well. The fight lasted about one hour of game time. While I had no other combat encounter prepared, I had a pretty cool role playing scene that would tie in mostly everything and should send the heroes packing towards the Oracle of Spellgard.

Next post will tackle part one of the more role-playing-oriented part of this session.

Zombie Gnoll, (c) Wizard of the Coast

Friday, April 17 2009

Looking for lost hubby...

The Oracle of Delphi

The Setup

Here's what I was planning on running on our last game:

While escorting the caravan, our heroes met with Lady Adelinde, a widowed noblewoman in search of valiant heroes to help her find the body of her deceased husband.

Lady Adelinde's husband has been missing and she has spent most of her fortune trying to find his whereabouts. In despair, she sought the famed Oracle of Spellgard to answer her questions.

The Oracle informed her of her husband's demise and gave clues on where to find his body.

Misplaced
It all amounts to words
Trolls and swords and trees abound
An oak he found and holes in ground

My players nearly didn't take to the plot line - the leading personality of the group doesn't really care much about being noble or heroic and the plight of the noblewoman was not appealing to him.

Her husband's dead. Suits him. Move on.

I cast "Dungeon Master's Puppy Eyes" and got some mercy from my players, who decided to investigate.

Troll

Engage, Number One!

This is our second time playing Friday night and I already detected non-too-subtle signs of week-end weariness in my players.

I originally planned on having them try to understand the Oracle's words... but I let Lady Adelinde tell them of her progress in understanding the riddle.

Her husband died in the forest of TrollBark. His journal must have fallen in there where oaks are found.

Our resident ranger, aware of this forest, new that it was infested with Trolls - creatures that our players would not want to meet, for they spelled sure doom! He was also aware that there is only a small patch of oaks (what do I know about oaks?) in that forest - in a place that no longer sustains troll population.

My players are level 1 and meeting a party of trolls would most likely spell doom.

However, I wanted to danger to be there... so I played this as a loose, informal, "skill challenge".

The ranger was to guide them through the forest, everyone watching for any signs of troll.

This is the first time I made a cooperative check... and it was rather interesting. It didn't have enough role play elements into it to my tastes - in retrospect, I should have had the players describe what they were doing to help the ranger.

Nevertheless, they navigated through the forest, crossing signs of nearby trolls, but no trolls to speak of.

The arrived at the patch of oaks and rapidly noticed a book near one of the trees.

Arkanys-The-Bold ran to the journal and the ground opened under his feet. The ground opened onto tunnels, seemingly dug by giant insects. He instantly teleported to safety (Shadow Jaunt Encounter Power) back with the party.

They rapidly decided to throw a rope down and explore the tunnels... where they met what was meant to be the first encounter of the night.

Kruthik Adult

The Fight

Now, before I move on - let me remind you that these guys kicked my balls in the last two sessions by doing five fights in a row - the last one being one that I felt should have been difficult even fully rested.

So I threw at them a basic level 4 encounter, straight from the PHB:

  • 2 Corruption Corpse (level 4 artillery)
  • 4 Kruthik Adults (level 4 Brute)

When I last met with ChattyDM, he told me that the Kobold scenario I had been running had rather easy fights... And boy, was the money right under him!

I didn't have time to prepare properly and wasn't too familiar with the monsters. Setting up the fight and playing through the first round, I realized that they players actually stood little chance of survival.

The Kruthik adults have a recharging ranged attack called "Toxic Spikes", which allows it to make two attacks which causes ongoing 5 poison damage and slows the target.

The zombies have an at-will ranged attack that targets reflex and causes the target to be weakened.

After the first round, everyone was either slowed and poisoned or weakened. Fleeing from a collapsed tunnel didn't feel like a viable option.

I didn't want to cheat... but I surely don't want to over challenge the players without at least giving them a flee scenario. And I didn't want to pull my punches as I perhaps did in previous fights.

I considered lowering the HP on the critters, but decided against it. Their poisoning and weakening attacks were causing more trouble than I had planned for and they were to be the target of my adjustment.

I removed the recharge option from the toxic spikes. Instead, they would recharge when the Kruthik got bloodied.

I also change the zombie's "weakened" effect to give it a 50% chances of failing on hit.

It still was a rather hard and perilous fight!

Iris, the cleric (aka Healing Serge) had his work cut out for him! And the paladin had a lot of Kruthiks to tank.

All powers, prayers and tactics were used and it wasn't going well - nothing seemed to put down these monsters!

Some of my players must have caught my distress - a few of them told me: "Hey, don't worry - if my PC dies, it dies. I can make another one in a few minutes with the character generator..."

This somehow allowed me to relax and let the combat play out.

I don't remember the details, as it was two weeks ago, but in the end, even though Arkanys nearly died, the players prevailed.

The fight took the better part of three hours to run.

There were a few glitches during the play session... most of them, I believe, due to the players (and the DM!) being tired.

I have still to learn to grab the attention of the players and direct the action a bit more so there is less waste of time, but all in all, I think most of the players had a good time.

I am, however, wondering if the Friday night game idea will work with this group. Its only been two games on a Friday night - too small a sample to judge... but we might have to revert to less frequent games that run on the weekends instead.

We'll see.


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