Sunday, May 23, 2021

Deepnight Revelation: Calling for Volunteers...

source

This post has two purposes: it is a guide to the players in my upcoming Space Opera Season 3 campaign on character creation, and also an invitation to my readers to join the campaign indirectly by creating an NPC crew member for the ship at the centre of the campaign.

Background

I backed the Mongoose Traveller: The Deepnight Revelation kickstarter, which will deliver soon. I am planning to modify the campaign and use it as the basis for my campaign. The campaign describes the mission of the ship of that name, and players will play crew members of that ship.

As the ship has around 500 crew members, and I have only a fraction of that number in players, I am asking you, my readers, to help by creating NPC characters to crew my ship. These characters will interact with our PCs, and go on away missions with them. I hope to post reports from our sessions, so you can follow the adventures of the ship and her crew.

The Story So Far...

In the 20-something-eth century, our galaxy is divided into three parts: the human-dominant United Confederation (UC) on one side, the Rakashan-dominated Tazanian Empire (TE) on the other, and a large Neutral Zone (NZ) of independent systems acting as a buffer/no-fly zone between them.

Two years ago, an extra-galactic species of aliens nicknamed the Grens - basically genestealers - invaded our galaxy during a war between the UC and the TE, and nearly wiped us out. With the PCs' help, our galaxy managed to defeat the Grens, and afterwards discovered the wormhole through which they entered our galaxy.

To ensure that such an invasion never happens again, the UC, TE, and NZ decided to pool their resources and send a ship through the wormhole to find the home of the Grens and hopefully... end them.

They refitted a cruiser, named Deepnight Revelation, and appointed a human (from the UC) as the captain and a Rakashan (the feline humanoid species of the TE) as her XO. The crew are all volunteers recruited from the UC and TE military, and civilians from UC, TE, and NZ who possess the talents which might be useful on this expedition. They are all volunteers because no one is even sure that the ship can survive the passage through the wormhole, let alone get back. There are some 500 crew members, deployed in various departments such as Command, Flight/Helm/Navigation, Engineering, Operations/Logistics/Medical, Tactical/Security, and "Mission Command and Science" - crew with unique talents that are not about day-to-day shipboard operations.

Creating your Character

It's a Space Opera setting, so feel free to make up a species; we use mainly Star Wars prepainted miniatures for our game, so if your species resembles one of the stock Star Wars species it will be easier to find a representation for you. As long as your character is roughly human-sized, it should be good. You can be organic, android, or Star Wars kind of droid. Psionics is rare, and in our game more or less limited to the Serrans, of whom there are not many around.

Do let me know the following about your characters:

Name

Species

Your origins

Your training/skills/vocation/shipboard assignment

Why you volunteered for the mission

What is something you brought with you

What is something you left behind

I may not use the character 'as is', but modify the description to suit the needs of the game, but I will attribute the creator in my session reports if I use your character (and if you wish me to).

You can post your character in the Comments section.

Thanks in advance. The galaxy thanks you for your service.

Tuesday, May 18, 2021

Sorcery! 2 - Kidnap the Archpriest

With only two days to plan and execute the kidnapping, our villains split up to gather information and help.

They learned that the College of Sorcery is housed in what was previously a fort on an island on a tributary of the Goldflow river. The college is connected to the Great Temple of Libra via an exclusive sheltered wooden bridge, which Morgana and the senior members of the college would use to go to Goncol's funeral.

Making the rounds around the city, they learned that Morgana was guarded by her own personal bodyguards, known as the Black Guards, who were formidable warriors, and considered themselves above the law. Morgana was guarded by at least a dozen of the Black Guards every time she left the college - a head-on confrontation was not going to work.

They also learned that there was much unhappiness among the populace over the corruption of the nobles and the college elites, among of whom were the merchant Bertrand, who held most of the college's contracts - from supplying food, laundry, to the hiring of non-academic staff - but had not been receiving his payments as promised by the Bursar.

With these information at hand, our villains formulated their plan.

They convinced Bertrand that they would gain leverage over the Bursar and ensure that he received his payment if he could get them into the college. Thus, the day before the funeral Gearfried, posing as Bertrand's assistant, visited the Bursar at his office inside the college to try to collect on the debt, while Malus, disguised as a food deliveryman, entered the college via the service entrance.

The Bursar fobbed Bertrand off with vague promises, but during that time Gearfried was able to surmise where he kept his ledgers.

Malus meanwhile deposited the tainted onions which would cause food poisoning to the whole college, and then sneaked off to explore the grounds. He was confronted by Morgana's Butler, who ordered him to be seized and locked up in the gatehouse, where he would await his execution the next day as a suspected thief.

Back at the tavern, the party learned of Malus' fate from the town crier. They were counting on Malus' reconnaissance for information on the grounds, and now they would have to do without it.

The tainted onions did their work, and many of the college staff came down with food poisoning. A call went out to Bertrand to supply temporary staff to the college.

Zamm and Horovar were hired as guards, and at the first opportunity they tracked down Malus and freed him. Malus gave what information he had learned about the grounds to the two, and helped disguise Horovar as the Butler using the disguise kit they stole from Goncol's mansion, and afterwards, his nerves shot, he fled the college.

Zhora, Zul, and Silent entered the college as servants. Silent, using the information given to him by Gearfired, broke into the Bursar's office, stole the ledger, and left. Later, Gearfried would determine that the Bursar had in fact been diverting funds from the college to his own purse instead of paying Bertrand, and the merchant would use that information to not just get repaid in full, but also secure contracts for many years to come...

Zhora and Zul took a trolley of bed linen from the laundry room, and made their way to the academic staff quarters, where they eventually found Morgana's chamber, guarded by two Black Guards. Zhora was allowed into the chamber, where she found a weakened Morgana in bed. She offered Morgana a drugged drink, and when she fell into a deep sleep, placed the silver torc V had given them around her neck.

Just then the door to the chamber opened, and Horovar, disguised as the Butler, entered. Together, they bundled Morgana into a bedsheet, and hid her in the trolley. They then wheeled the trolley out, and rejoined Zamm and Zul.

Horovar shed his disguise and put on his guard uniform again, and together the four made their way to the wooden bridge. There, Horovar and Zamm sent the two guards away, claiming to be their relief, and opened the door to the bridge.

Zhora and Zul then began to lower Morgana to the river with a rope. At the same time, Penn, who was waiting with a boatmen they had hired, began to approach the bridge.

Their actions did not go unnoticed, and an alarm began to go out. Zamm and Horovar despatched the two guards at the far end of the bridge by throwing them over the side of the bridge, and jammed the door shut.

Guards gathered on the battlements of the college walls, but the archers were afraid of shooting for fear of harming Morgana. One by one Zhora, Zul, Horovar, and Zamm lowered themselves or jumped into the river, but not before Horovar destroyed the supports of the bridge using acid, causing the whole structure to collapse into the water.

The boatman rowed towards the harbour, but going was slow - Zamm and Zul went once more into the water, and swam for the bank.

Arriving at the bank, Zul made his way to the Great Temple, where a crowd had gathered in anticipation of the free bread and ale that would be given away at Goncol's funeral, and started a rumour that there was not enough bread for everyone. This soon led to a riot, which impeded the progress of the guards sent to intercept the boat.

The boat, now lighter, approached a stone bridge that spanned the river before it joined the Goldflow river. A thick steel chain spanned the river, cutting off their escape. Standing on the bridge were four Black Guards, and they held grappling hooks in their hands.

Penn nocked arrows to his bow, and shot at the Black Guards when they came into range. His arrows found their mark through the joints in the armour of the Black Guards, and one by one they went down. Meanwhile, Horovar set a bunch of herbs he carried with him, which let out a thick cloud of acrid smoke whaich hid them.

Horovar lowered Morgana into the water, leaving only her face above the water. Then, covering her face with the handkerchief of invisibility they stole from Goncol's vault, he drew a big breath, dove under the water, and dragged Morgana behind him as he swam to the bank.

Penn and the boatman likewise made their escape, but Zhora, too weak to swim to safety, was swept along by the current of the water, until she reached the steel chain that spanned the river.

Horovar reached the bank of the river, and here he was met by Gearfried, who had monitored their progress from the bank. Leaving Morgana to Gearfried, Horovar raced to the stone bridge and rescued Zhora.

By now the riot had escalated, and there were fires in several parts of the city, and in the chaos our villains were able to deliver the limp form of Morgana to the waiting ship at the harbour, and then vanish into the crowd...

That evening they once again met V at The Hanged Man, where they were given their promised reward, and asked to meet him again the next day, once he had extracted the information he needed.


Prepping and Running the Game

This mission was based on Kidnap the Archpriest, also by Skerples. I was first introduced to the module by a Youtube review, and had wanted to run it for the longest time - our "evil" campaign allowed me to finally do so.

I had to make several changes to the module, but I preserved the core premises: the party had to kidnap a VIP guarded by formidable warriors, alive, and bring him/her to the harbour. I also kept the map, which I believe saved me a lot of time.

Now the actual heist planning and execution took place over a session and a half, with the players abandoning their initial plan halfway and then improvising on the plan they ultimately decided on. The account above is a very abridged version of the shenanigans that they engaged in.

One thing about the original module puzzled me though. The college/castle building is connected to the Temple/Cathedral via a sheltered wooden bridge, which the priests would use to attend the ceremony at the latter site. Curiously, in the original module the Archpriest (the target of the kidnapping) is known to not be attending the event. It seemed like such a Chekov's gun that I could not bring myself to make that the case in my game, planning perhaps to later announce that Morgana had decided at the last moment to not attend, if the players did not plan to seize her when she is crossing the bridge.

Players being players, the became fixated on the bridge - which is fair as this was the one place they could be relatively sure Morgana would be passing through at a pre-known time. To make it easier for them to visualise the bridge and plan, I decided that the bridge looked like this one:

It seemed just about open enough for them to attempt to seize Morgana when she crosses the bridge, but eventually the decided that taking on a dozen Black Guards was not a viable option.

They also explored other options and did some prep work which did not end up being used, such as getting some expensive clothes and armour with the intention of disguising themselves as nobles, and scouting out the Temple grounds. Other work they did, like learning that the crowd could be incited to riot, hiring a 'transporter', and finding Bertrand the merchant and figuring out how to make use of his contact with the college, were cobbled together to form their final plan.

I was pretty happy with their eventual plan of poisoning the whole college and then infiltrating the place as temp staff, as well as their clever use of the handkerchief of invisibility to get Morgana off the boat and to the bank.

The whole heist did come close to falling apart (as it happens in heist movies) when Malus was caught, but thanks to his tempering with the lock on the doors to the college's treasury, it was assumed that he was just a thief, and I did not have to put the whole college on alert or bring forward Morgana's plans to leave.

We are just one session away from ending the campaign, but unfortunately for us new COVID restrictions mean that we will not be able to meet again until at least the middle of June.

I hope to spend this time planning my next campaign, and perhaps put up a post about creating characters for that campaign for my players, and inviting my readers to create NPCs for the campaign too. Stay tuned.

Thursday, May 13, 2021

Games I Offer

Before COVID, I had the opportunity to GM for people at our local conventions. With restrictions having eased, I thought it would be timely to write a post about the games I can offer for the reference of convention and club organisers.

1. The Delivery Job

Rules: Savage Worlds Adventure Edition
Genre: Scif-fi, Space Opera 
Content Concern: Violence, Drug and Substance Abuse

Player characters are members of the Galactic Teamsters Guild - space truckers! Fly to exotic planets, meet interesting people, hand them their packages, and make sure they sign on the invoice!

Recommended for those who want a light-hearted game.


2. The Darkest Hour

Rules: Dragon Age RPG
Genre: Dark Fantasy 
Content Concern: Violence, Violence against children, Religion, Slavery

Player characters all meet at a tavern... where they are swept up in events that will force them to make a difficult moral decision.

Recommended for fans of the Dragon Age franchise.


3. A Shadow on the Mist


Rules: The Hero's Journey, Second Edition
Genre: Historical Fantasy
Content Concern: Violence

Set in Anglo-Saxon England during the time of the Viking invasion, the player characters must leave their village and journey into the unknown and towards their destiny.

Recommended for fans of The Last Kingdom.


All games are for up to 4 players. No experience is required - new players are welcomed.

Pre-generated characters, dice, and stationery are provided.

Combat will be played using figurines and battle-maps.

Wednesday, May 05, 2021

Blood Bowl 2021 League Round #4

Round 4 of the tournament saw my skavens face the dwarves once again, and they suffered a heavy defeat.

While I was able to score a touchdown in the first half, I was unable to stop the dwarves from equalising soon afterwards.

In the second half the dwarves scored a second touchdown. I started the fourth drive with only seven players, three having been killed and a fourth only narrowly escaping death thanks to the apothecary. I ran a Gutter runner deep into the dwarven half of the field, and held my thrower (who had possession of the ball) deep in my own half, hoping to do a last-turn pass and touchdown.

But he wasn't far back enough. Two dwarven runners charged my thrower, knocked him down, and one of them took possession of the ball and scored a third point for the dwarves.

This was a costly defeat for my team which will see me having to employ several journeymen the next game. At this point the dwarves have secured a place in the finals, and my skavens are struggling with the other two teams for a place. I will likely have to win the two remaining games in the preliminary round to qualify, and at the rate of casualty I am taking now, it will not be easy.


At the end of the fourth game, the standing is as follows:

Kazak Killers: 12

Badland Brawlers: 7

Skavenholme Scallywags: 4

Middenheim Marauders: 0

Sunday, May 02, 2021

Sorcery! 2 - Magical Murder Mansion Part 2

Our villains defeated the strange water being that rose out of the fountain, and retrieved the second gold key from inside it. Then, after taking a moment to catch their breaths, they entered the hedge maze, headed to the tower at its centre.

They soon realised that the strangling vines that formed the maze shifted constantly, making it easy to lose one's way, and as they wandered through the maze, they could hear the low bellow of a huge beast stalking them. Horovar used all his skills to try to guide the party safely to the tower, but eventually he realised that to reach the tower, they would have to face the beast stalking them.

Entering a small clearing that was before the tower, they came face to face with a minotaur. Zhora and Silent leapt into attack, while Penn held back, shooting arrows at the beast. Horovar stepped behind the hedges "to summon a creature" (see PC profiles here), and soon a wolf appeared and started attacking the minotaur too. After a hard fought battle the party slew the beast; the wolf departed, and Horovar rejoined the party.

Our villains bound their wounds, and stepped up to the tower's doors. They inserted the two golden keys they have found, turned them - the door opened. Inside, they found a spiral staircase leading upwards, and also to the basement, where they knew the vault was.

Climbing the stairs to the first storey, they found Goncol's alchemical laboratory. There, they found a large clear tank on a table in the centre of the room, and at the bottom of the tank laid a third key. Forewarned by the clues left by Goncol, the party approached cautiously, and was able to determine that the clear yellow liquid inside the tank was a strong acid. Using the glass apparatus within the lab, our villains removed much of the contents of the tank and pured them onto the stone floor, which corroded part of it. Eventually they were able to lower the level of the acid sufficiently to fish the key out with a wooden pole. They were now one key away.

Continuing upwards, our villains came into Goncol's library. Here were all manner of magical tomes, and also what appeared to be Goncol's autobiography, but no golden key.

The next floor held a large chamber, with arcane patterns carved onto the floor. Near the staircase was a silver whistle hanging on a wall hook. Zhora recognised the patterns as a summoning circle, and the party wisely decided to leave the room and press onwards.

As the party entered the highest floor, they found that the walls and roof of the room was transparent. This was Goncol's astrological observatory. In the centre of the room was an astronomical model of the planets. Through the walls of the observatory the party could see the eastern sky starting to turn light - they had little time left before the king's men could arrive.

Our villains searched the room, but could not find a key. Then Penn had an idea: what if the line from the clues left by Goncol:

The other is not found upon this Earth, to find it you must return to my birth

referred to the model's position?

The party moved the model to what the planets would have looked like on the day of Goncol's birth, based on the autobiography they found in the library. when they had done so, they heard the sound of a click, and one of the planet models opened up: inside was the fourth key.

Hurry to the basement, the party opened the steel door to the vault with their four keys. The vault consisted of three rooms. In the first were held mundane treasures. In the second were several magical items and spell components, which the party pocketed. In the final chamber there was a plinth, upon which was an ivory scroll case.

Despite promising not to open the case, Horovar decided to do so. Peering inside, he found a scroll. Removing the scroll from the case, they found that it was a letter, seemingly from the last king. On the back of the page they found a hurriedly scribbled reply (see here). Returning the scroll to the case, the party made their way back to the front gate, pausing briefly only for Horovar to start a fire inside the mansion. On their way back to the city they passed the king's men, who were riding quickly towards the plume of smoke that now issued from the mansion...

That evening the party met once more at The Hanged Man. 'V' turned up as promised, received the scroll case, and paid our villains. He then gave them their second mission: to kidnap Morgana the Arch-Sorceress.

The Arch-Sorceress, who now resided in the College of Sorcery in Arkleton, he explained, was scheduled to attend Goncol's funeral at the Grand Temple of Libra in two day's time. Thereafter she will return to her tower in the hills, which was guarded by sorcery and her personal army of Blackguards, and from which any attempt to capture her would be impossible. The party had but two days to capture her, and bring her to the docks at Arkleton, where they will deliver her to a waiting ship, and receive their reward.

'V' emphasised that she was to be captured alive for questioning, and handed them a silver torc which he told them was to be placed upon Morgana's neck to prevent her from using her magic, and then left.

Prepping and Running the Game

This session is of course a continuation of the module we started the session before, and we actually went on to play the start of the module for the second mission, but for narrative purpose I will write about that in the next post.

The exploration of the dungeon was a straightforward puzzle-dungeon.

The real trap of the dungeon was actually the summoning chamber. There was no reward to be had at the chamber, but I left the set-up temptingly obvious, in the hope that Horovar's player will simply not be able to resist blowing on the silver whistle, which would have summoned a monster which the party would have to defeat in combat, something which they were in no shape to do at that point in time. I was happy to be disappointed.

There were a couple of combats this session, both against "monsters", which meant that the rules for Parrying and Dodging were not applicable. As a result we were not able to experience the full potential of the Forbidden Lands combat system, which is one of the reasons why I decided to use the rules. The next module will feature human opponents, which will allow us to try them out, but as it will be a heist scenario, there is a chance that we may play through the whole mission without combat.

Overall I have been satisfied with the rules. There are limited healing options, and playing as written the party would have been unable to progress at all at some points. Fortunately we were playing a mission with a ticking clock, so I was able to make the ruling that they could heal up at the expense of time. This will probably be something I will do for the next module too.

Sunday, April 18, 2021

Sorcery! 2 - Magical Murder Mansion Part I

A rogues' gallery

As our campaign begins, our gallery of rouges are assembled in The Hanged Man, a tavern on the seedier side of Arkleton, Analand's capital.

As they waited for their prospective employer to arrive, our villains took to boasting about their latest exploits to each other.

Gearfrid, a merchant formerly from Ruddlestone, told of how he was framed by a noble and thrown into prison, but through his skills at manipulation managed to convince the guards to smuggle in some weapons for him. He armed a fellow prisoner by the name of Silent, who was then able to cut them their way out of the prison, leaving behind fifty dead prison guards.

Zul and Penn, halfling highwaymen, boasted about the rich haul they got from waylaying another noble's caravan.

Zhora, an elven necromancer, spoke of how she and her dwarven bodyguard Zamm were hired by a baron to slay a rival, whom she then animated as an undead and made march back to her employer to collect her pay.

(At this point I was worried that Analand was running out of barons and the letter Z.)

Malus the minstrel then spoke of how he sowed discord and plague among the inhabitants of a city, causing strife and countless deaths, not for silver, but for his pleasure. His companion, the quiet druid named Horovar, merely grunted.

Then just as the sun was setting, a hooded man, calling himself only 'V', came to their table, and told them that the Grand Wizard Goncol had died in "an accident", and that he wished them to retrieve a scroll from the vault in his mansion, before the place would be occupied by the king's men.

V offered each pair of our villains 150 gold pieces for retrieving the scroll, and an offer for two other jobs afterwards if they succeeded, promising a total of 500 gold pieces for each duo upon completion of all three jobs.

Our villains took the contract, and set off to gather information on their target.

By speaking to former students of Goncol's school, suppliers of his food and magical components, and dwarven masons who built his tower, they were able to ascertain the layout of the mansion, the adjoining tower and its vault, and that Goncol most likely lived alone, and had in the past procured various alchemical supplies, as well as clockwork mechanisms.

Armed with this information, Silent, Penn, Zhora, and Horovar set off for the mansion, arriving a little after midnight.

Here they found that the compound was divided into two parts: a mansion to the front, and a tower in the rear, the latter surrounded by a hedge maze.

The party attempted to enter the tower through the hedges, but Horovar reported that the hedges were strangling vines from the Forest of Snatta, and that hacking through them would be too dangerous.

The party then entered the compound by the front gate, and found a plaque upon the door of the mansion with the following lines:

If you seek to enter my tower, first find ye two keys of power.

One lies behind my greatest treasure, source of my pride, my joy, my pleasure.

The other lies in plain sight, unhidden; but woe to he who takes it unbidden.

If you wish to enter my vault, two more keys you will need by default.

Where the first is, is crystal clear, but reach for it, and it will cost you dear.

The other is not found upon this Earth, to find it you must return to my birth.

Venture into the mansion of Goncol, and you will find out I am quite the 

Wary of entering through the front doors, the party pried open a pane of glass on the window to the dining hall, and Penn the halfling climbed through, and opened the door from inside. In the main lobby they found four bronze statues depicting Goncol himself, the Arch-sorcereress Morgana, a warrior named Valerian, and an elven warrior named Glowulf. When they wondered aloud whether the statues would animate and attack them, the statues started to speak, denying that they would do so; and true to their words, they did not. The party questioned the statues, but they could provide little information.

The party then searched through the rooms in the mansion, encountering a few magical traps, but no opposition, and found various minor magical items, such as an egg-cup that cooked eggs to perfection, a wand of fruit transmutation, a salt cellar that held ten times its volume in salt, a glow globe, a couple of magical pillows, and a couple of clockwork artifacts: a musical box in the shape of a nightingale, and an alarm clock in the shape of a rooster.

Inside Goncol's bedroom, they found the Grand Wizard lying in his bed. Horovar struck at the form with his sword, only to find that it was an illusion. They searched the room, and Silent found the first key, a small golden one, in an alcove hidden behind a nude portrait of Goncol himself.

The party descended to the cellar, and found a hidden door to an underground prison. Within one of the cells was a man who looked like the statue named Valerian. The man claimed to have lost his memory from the tortures inflicted upon him by Goncol, and begged the party to release him. After some deliberation, our villains decided to do so, gave him some of the loot they had taken so far to carry, and took him outside the mansion... whereupon he bolted for the front gate. Penn reacted swiftly and put two arrows into the man's back before he could reach the gate. As he fell to the ground, dying, his form changed to that of a hideous, tentacled humanoid. Horovar moved to where he fell, but could not bring himself to deliver a killing blow - but the creature expired soon after.

Unable to locate a second key, the party decided to go into the hedge maze instead. Entering the garden that led to the maze, they found a fountain, and lying within it was a second golden key. Horovar used his sword to gently fish the key out, but as the key broke the surface of the water, the water began to move and take a humanoid form...

Prepping and Running the Game

The basis for this session is Magical Murder Mansion by Skerples.

I had originally envisioned the campaign to be three assassination missions, each of which would take place in a different environment. I thought that Morgana would be encountered in her Sorceress' Tower, and Goncol in his mansion, and so I searched for modules set in mansions, and came upon this module. In the module the occupant of the titular mansion was dead, and I thought I could work that into my storyline too.

The actual mansion in the module is much larger and had more parts to it, but I wanted a much shorter session and thus had to cut the number of rooms down. I went through the module, noted the encounters which I thought were funny or interesting, and then placed them into the rooms in the Heroic Maps mansion map which I bought a while back.

I then added minor magical items from a table in Knock #1 to locations which they would fit in. This encouraged the players to search the place, and also placed some pressure on them, as we tracked encumbrance for this game.

Then, in the finest tradition of funhouse dungeons, I composed a poem to let give the players know that they had to find keys to complete the mission, and also clues as to where they might be found.

The players were rather cautious in the first part of the game, no doubt due to their experience in our last campaign, where every room was either guarded by undead or animated statues or golems, or trapped. The four statues were of course for comic relief, but also played an important role for the whole campaign as they would allow our characters to recognise the four members of the party from the previous campaign.

They also spent time searching for loot, and trying to figure out what each magical item did. There was no real combat this session - the only time we drew cards for initiative was when the creature tried to run away, and Penn shot it... because he was carrying some of their loot. Ironically, when Horovar moved in to try to crush the creature's head with the bear trap he had, the player rolled 3 successes on him empathy check on 3 dice - you have to *fail* an empathy check to deliver a coup de grace.

The party had spent a lot of in-game time just acquiring one key, leaving them 2 or 3 hours to enter the vault and find the scroll before daybreak and the king's men would move in. There will be a couple of combats in the next game, so we will find out how fast and interesting the combat system in Forbidden Lands is.

Thursday, April 15, 2021

Musings on Gaming #6.1 - Power

When the newbie GM picks up his d20 for the first time

Last week I got into a discussion on an RPG forum on the topic of Game Balance. The thread ran to more than two hundred posts, due mainly to people arguing about definitions, and people chiming in to agree with one point of view or another.

The points of view ranged from "balance is impossible and unnecessary in RPGs" from one end, to "balance is possible and desirable for an enjoyable game for everyone" on the other.

When we talk about balance in an RPG, we are usually talking about two separate things: power balance between player characters/classes, and balancing encounters.

Here it is probably worthwhile noting that the concept of balance is one that is inherited from RPGs' predecessor wargaming. Modern commercial wargames almost all have army lists and points system aimed at providing a "balanced" or fair fight between opponents. Within an army list, the troop types are supposed to be costed according to how well they can perform in a battle, taking into account their speed, their ability to deal damage at a distance and in melee, as well as how long they can be expected to survive in the game. Between army lists, a unit costing 10 points is supposed to be worth as much as a unit costing 10 points from the other list.

Of course we all know that points systems are imperfect, and how useful a unit is is greatly dependent on the tactical situation: a missile unit is likely to be less useful if there are lots of line-of-sight blocking terrain, and a fast-moving unit is less useful when there are lots of bad-going terrain, and so on.

Now when we port this idea of points and balance over to RPG, the situation becomes more complicated.

While wargames deal with the limited aspect of combat, characters in an RPG deal with more types of situation, typically exploration and social interaction. How important each of those aspects are depends greatly on what type of game the characters are in: in a combat-heavy game they may matter little, while in a mystery-solving type of game they become crucial. For this reason, balancing the abilities and capabilities of player characters/classes become more difficult, as a lot depends on the context.

That said, it does not mean that the rules cannot try to achieve some sort of "balance". And the way to do this, ironically, is not to make all player classes "balanced" in that they can all do everything equally well, but to make them "imbalanced", in that some classes are better at some things, while others are better at other. In other words, we need "niche protection".

I personally believe that when people complain about imbalance between the character classes, they are not so much complaining about how certain classes cannot put out the same amount of hit point damage per round at the same level at another class as they are complaining about feeling that their character isn't contributing to the success of the party as much as they wished. A typical rouge character is not going to be able to put out as much damage as a fighter of the same level in a stand-up fight, so it is no wonder that a rouge player often wants his character to go off on his own to 'scout ahead' or flank the enemy forces, even if it means splitting the party.

We all play RPGs because we want to see our characters do what we expect them to do, whether it is a fighter putting out lots of hurt on bad guys, a ranger tracking enemies down, a rouge executing a perfect backstab, a wizard casting fireball, or a bard being just plain annoying.

If a particular class is better at doing all these things, like the dreaded DMPC, then there is no reason for players to play any of the other classes. Likewise, if all classes are equally good at everything, then it doesn't make a difference which class the players choose to play. At the end of the day, RPGs are games, and games require making choices that lead to meaningful differences in outcomes, and for the choice on what class to play to be meaningful, we need to have niche protection.

Of course, having niche protection alone is not enough; if a game is heavy on investigation and diplomacy and light on combat, then players who are playing the martial classes will feel like they have little to contribute. It is therefore up to the GM to plan or create encounters where all players can contribute to the progress of the party. Now it may be difficult to do so for every scenario or session, but over the course of a campaign, we can hopefully let each and every player have the chance to make his character shine and create memorable moments.

In the second part of this post I will talk about the other aspect of balance: balancing encounters.

Tuesday, April 13, 2021

Sorcery! 2 - The Sequel Campaign

This week, my players and I started a new campaign which is a spin-off/sequel to the Sorcery! campaign we played two years ago.

The seed for this campaign was planted at the very session of the finale of the previous campaign, after we briefly described what happened to each of the characters, and a player suggested an "evil" campaign where they play, well, evil characters. We liked the idea so much we decided to plan a slot for this campaign, but due to COVID, we had to wait until now to put it into action.

While the basic plot for the campaign came to me that very night, it took a while before I decided on what rules to use. The Advanced Fighting Fantasy rules we used for the first campaign was too simplistic for me. I wanted something with a little more crunch.

Eventually I settled on the Forbidden Lands rules, which FG had backed in one of their later kickstarters. While I think the fluff for FL is silly, their combat rules are rather interesting, and the mechanic for "pushing a roll" gives that risky, desperado feel that I think fits an evil campaign.

With that, I present you the prologue to our second Sorcery! campaign:


It is twenty years since the Crown of Kings left passed from Analand to Ruddlestone. Few know the secret that while in Analand's care, the crown was stolen by the Archmage of Mampang, and it was only through the efforts of a small band of heroes that it was retrieved before its loss was known - something which would have brought disgrace to the royal house.

In those two decades, Analand has changed, as had our heroes. 

A new king now sits upon the throne, young, and yet untried. Since the crown left, the fortunes of the kingdom has declined. Corrupt officials now sit in high offices. Criminals terrorise the countryside, and the streets of the cities, even of Arkleton, the capital, are no longer safe after sunset.

Goncol, the thief from Khare, having gained a mansion as his reward for his part in recovering the crown, opened up a school of wizardry. After an initial period of success, the school became plagued with scandals, and soon had to close down. It was said that Goncol conducted unholy experiments in the dungeons of his mansion, and one of his subject was Valerian, the former captain of the Royal Guard sent on the same mission with him, but who turned against his king and swore fealty to the Archmage of Mampang instead. Rumour has it that Valerian, broken by the horrendous experiments done on him, eventually managed to escape from the dungeon. It is not known if he had help from the staff in the mansion, but Goncol became paranoid, and gradually dismissed all of them, choosing instead magical servants, and putting his trust in traps and magical guardians to keep himself safe from any revenge by Valerian.

Morgana the Sorceress received for her service a tower in the hills, which she fortified with many magical wards and a small army of loyal guards. She rose in the hierarchy of the College of Sorcerers in Arkelton, eventually becoming the Arch-Sorceress. But once she had attained that title, she took little interest in that job, leaving most of the duties of the position to the deans of the college, and spending most of her time in her fortress.

Little is known of what happened to the last member of the party, the Black Elf Glowulf, who was said to have asked for a modest reward, and thereafter returned to his village and became a simple fisherman.

Now, the people of Analand wait anxiously for the return of the crown of kings to the land, hoping that it will bring a new golden age to the kingdom.

In a dark tavern in Arkleton, the new heroes - nay, villains - of our tale also wait for their contact, for it seems that someone had brought together the most notorious criminals of the city, for some nefarious purpose...


Cast of Villains

Zhora, Elven Death Sorcerer. Once an orphan who lived on the streets of Arkleton, her destiny changed when she found a strange skull staff that awakened her magical talents. Her companion is Zamm, a dwarven warrior, trained to be a bodyguard to a noble, but now protects the necromancer.

Gearfried, a trader from Ruddlestone, ran a successful business in Analand, until he was framed by a nobleman and thrown into prison. Here, he befriended Silent, the assassin, and together they escaped and started their life of crime.

Malus, the flamboyant minstrel, a homicidal psychopath, who travels with Horovar, a Druid from foreign lands who had come to Analand for his own unknown goal.

Zul the Sorcerer, and Penn the Hunter, a pair of halfling highwaymen.

Saturday, April 10, 2021

Musings on Gaming #5 - Mind

Photo of a GM removing agency from a player, 2019 (colourised)

As I mentioned in the last post in this series, I had a couple of realisations that changed the way I look at GMing around 2008. One of them came from the Dragon Age RPG, which had a section on character motivations and goals.

Now I always knew that players had motivations and goals: they wanted to gain experience, gold, cool magical items, and occasionally they wanted a custom-made character class, and they would come to me with these requests, and we would work something out. They may have different reasons for joining my game, but they all wanted to play and have fun, which was good.

What we didn't really pay a lot of attention to, however, was the motivation for their characters. Once in a while in a longer campaign a player would say: since my character is a noble/knight, I think he would like to go on a quest to win a tourney/slay a dragon. This was something which evolved in playing, and not something which we consciously tried to impose. The lack of motivation wasn't a problem when we were younger - we all had a lot of free time and we weren't really expecting the games to be anything other than a platform where we would live out our power fantasy, kill monsters and take their stuff, and just hang around and crack jokes. But as I got older and they way I viewed the world changed, I began to find that less satisfying.

As I mentioned in the first post in this series, I like my game worlds to be real, and people in the real world have goals and motivations, so why shouldn't the PCs?

I now ask my players to think about their characters' short- and long-term goals when they create their characters. This not only makes them think about their characters and how they will interact with the central tension of the game world, but also allows me to plan the campaign in such a way that most if not all the characters will have a chance to fulfill both their short- and long-term goals.

Goals and motivations also of course apply to NPCs, from the throw-away peasant the PCs meet the road, to the main villain of the campaign, and every monster and minion in between. And here is where the difference between motivation and goals become important: motivation is what drives us, it is, ironically, the end; goals, on the other hand, are what we think will help us achieve the end, it is, again ironically, the means.

Goals are as varied as they come: the big bad wants to get his hands on the magical artifact so he can rule the world; the evil corporation wants to steal the data from their competitor so they can make big bucks; the cultists want to summon Cthulhu because... er...

And this is where I find the motivations of many classic villains as being unrealistic. What, for example, is Sauron's motivation? Or Emperor Palpatine's? It is perhaps OK for the villain of a fantasy novel or a sci-fi movie to have no other motivation other than being evil and wanting to rule the world, but in our own world, no villain works that way. No, not even real-life evil dictators who waged wars and murdered civilians. They may claim to do so based on some ideology or world view, but it is no coincidence that these villains also happened to live in luxury, protected by elite soldiers.

If watching The Godfather trilogy has taught me anything, it is that we all want the same things, but it is in how we try to achieve those things that make us good or evil.

Related to this is the idea of "evil races".

I can't remember when I stopped using the trope, but I did not stop because I believed that evil races in D&D represented real world races - I don't; rather, it was the realisation that any sentient race cannot be all good or evil. If they cannot choose between good or evil acts, then they cannot be considered truly sentient; and any creature that displays the level of intelligence demonstrated by the "demi-humans" in D&D must possess self-awareness and sentience.

Evil must be a choice, or else it has no meaning.

Certainly certain cultures may find certain practices acceptable which our own do not, but oftentimes whether we find something evil or not has more to do with how different they are from we do, and whether it hurts our interests. Some "villains" in my campaigns are not fully sentient beings, but forces of nature or manifestation/personification of the principle of destruction, like the Grens (*not-aliens*) in our sci-fi campaign, or the Darkspawn in the Dragon Age setting. Such beings may make it easier for players and GMs because they serve as a non-sentient enemy which is unambiguously a threat to our own existence, and can therefore be destroyed without qualms; but it is worth noting that in both the Alien/s franchise and the original Dragon Age computer game, while the "monsters" of the stories cause fear, it is the willingness of people to sacrifice others to these monsters for their own gains that causes revulsion in the viewers.

Saturday, April 03, 2021

Five Torches Deep in Barrowmaze - a retrospective

This is not a review of the Five Torches Deep rules, or the Barrowmaze module, but more my reflection on running a megadungeon using an OSR set of rules.

Barrowmaze was the first true megadungeon I ran. I have previously runned large dungeons that took three or four sessions to play through, but these were always completed in single in-game days. Barrowmaze, however, is such a huge dungeon, with so many locations, that it is impossible for a party to explore all of it in a single day; the version of the dungeon which I ran is already a cut-down version of the original, with many monsters and treasures removed, plus I simplified the process for searching and looting the tombs, and it still took 17 sessions for my players to explore most of it.

While the first few sessions felt novel and different to my players - I am usually a GM who cares little about encumbrance and supplies like food and lamp oil - once they had to develop a system to investigate and loot tombs, things became more routine and mechanical later on in the campaign, and especially when the PCs gained more hit points and did not need to be as cautious as they did at levels 1 or 2. While this may seem rewarding to the players, from the point of view as the GM it was less interesting, as each encounter, while existing in the larger framework of a dungeon with a theme and a history, was essentially independent and isolated from the other encounters.

Also, with Five Torches Deep's system of "Schroedinger's supplies", bringing the exact supplies that you need in the exact quantities became less, well, exacting, and once the PCs have made enough gold this part of the gameplay was mostly auto-piloted. In practice, in-game passage of time and the availability of healing magic became the only determinants of how long the PCs could stay in the dungeon.

From a tactical point of a view, a megadungeon with a theme was fun. The players had to deal with traps which they knew had to be there, but the exact mechanism of which they did not know. The same was also true of monsters: they knew the dead would rise and attack them if they opened the sarcophagus or tried to remove grave goods from the burial niches, but they had to do those things if they wanted to get paid. However, these encounters mostly did not contribute to the narrative of the campaign. This is not necessarily a bad thing, especially in an open-table system common in OSR and which we employed for my campaign, as it allows players to miss sessions and not feel like they cannot keep up with the storyline. But for me, at times it felt a little grind-y.

That is not to say that the Barrowmaze module did not encourage incorporating plotlines into the dungeon-delve. There are two major NPC factions operating in the dungeon, a few more "native" factions (which I ended up omitting), plus several NPC adventuring parties whom the PCs could have allied themselves with or competed against. In addition, several artefacts which were important either in opening certain doors or destroying the MacGuffin were littered throughout the module. The presence of these various parties, and the fact that the two main NPC parties had agendas which they were actively working towards meant that this was a megadungeon with a expiry date: eventually one of the factions will find the MacGuffin, and then things will get really bad for everyone else. This to me is a strong point for the design of the module, but it does require wisdom on the part of the GM on information management: let the players learn about the true purpose of the NPC factions too early, and they may become too focused on stopping them at the expense of exploring the dungeon; let them know too late, and things will just become a big showdown. In retrospect I should have given my players more information about the two NPC factions and perhaps having the PCs run into the NPCs more often, giving them more a sense that there is some constant scrabble for territory.

Over all I think the concept of Barrowmaze - a megadungeon with a reason for being what it is, populated by monsters with a reason for being inside, and being explored by several factions with competing interests - is a very good one. To fully exploit the potential of the set-up, however, requires a GM who knows what he wants out of the module, and how to achieve it.

The dungeon being as big as it is, PCs are expected to level up several times as they explore more and more of it, and this is something that I did not account for. In my other campaigns, I usually ask that my players keep track of things like gold and equipment earlier in the campaign, but when the PCs before richer and more experienced in adventuring, I tend to hand-wave these aspects. Usually, the scope of the adventure also shift from more low-level play like robbing tombs and fighting goblins, to higher-level missions like thwarting villains with devious plans and powerful henchmen. This becomes harder to implement in a megadungeon setting, or at least I feel I did not manage to make this transition.

So will I run another megadungeon again? Well, it was fun, but I will almost certainly not do so with this same group of players. The experience of starting as a level 1 tomb-robber and slowly working your way up to an experienced adventurer with lots of cool items is classic D&D, but I am not sure is one that players will enjoy going through again. Nevertheless, I don't rule out the possibility that I may run the module again for another group of players.

As for Five Torches Deep, there are many elements of the rules which I like and will incorporate into my standard, baseline 5E play, but I feel that the spell list is too limited and resulted magic-using PCs having the same repertoire of spells.

Overall it has been a learning experience for me as a GM, and if you are looking for a megadungeon to run, Barrowmaze is certainly worth looking at.

Wednesday, March 31, 2021

Chronicles of the Adventurers' Guild #17

This is the account I received from the companions of Tamira Reid, who on the 18th day of Ostar, in the year 1842, descended into the crypts beneath the Ashen Hills. I hereby record their names for posterity: Kimly of Forge, Leowe Blackclaw, also of Forge, Madian Moonridge, of the University in Greyhaven, and Moonshadow the Elf (see PC profiles here), with the orc Gamdar as their bearer.

Entering the crypts, the party came upon two dragon hybrid sentries, and by means of a beguiling spell were able to interrogate them and learn of their purpose: they had entered the crypts to seek out an undead dragon, animated by the Heart of Nodros, whom they called Ossirex, and whom they worshiped as a god. They had tricked a party of mercenaries to aid them in their quest, passing themselves off as tomb robbers, but had in fact been searching for the lair of this beast, until they were thwarted in their progress by the Cultists of Nodros. They had but recently found their way into the hall wherein Ossirex had been trapped; when the mercenaries saw the undead dragon, they realised that they had been deceived, but were forbidden to leave, and instead made to excavate a tunnel to the surface to free Ossirex, that he might appear before all the dragon hybrid and unite them.

The party then resolved to used subterfuge to lure the two other dragon hybrid in the cabal out of the lair, that they may be overcomed individually, but it seemed that the magic user among them were able to break the beguiling enchantment over their brethren, and they came silently upon our heroes and sought to ambush them. A melee ensued, during which three of the dragon hybrid were slain, and the orc Gamdar fled.

Calling upon the blessings of Kellos onto herself and her fellows, Tamira led the pursuit of the remaining villain, their leader, to the hall. There, she called out for the mercenaries to lay down their arms and leave, promising them safety and the mercy of Kellos if they did, and they did so, abandoning their former master.

Entering the hall, they did battle with the dragon hybrid and Ossirex, the great undead dragon. And although with his foul sorcery Ossirex was able to raise countless skeletal warriors to aid him, our heroes were able to overcome them with the grace of Kellos.

Tamira herself plucked the stone Heart of Nodros from the chest of Ossirex, but its evil burned her hands with a coldness. Now Kellos spoke to Tamira, and told her that the Heart must be destroyed with the mace of Druentes, which Tamira wielded, but the wielder would be killed in the act too.

Despite the beseeching of her companions, Tamira resolved to do so, ignoring their pleas, and so sacrificed herself for the good of all Terrinoth.

Her remains were faithfully gathered by Leowe Blackmane, who, stricken with grief, became a blasphemer of Kellos, blaming him for not returning Tamira to life.

So the tale was told to me by the companions of Tamira, and I did behold with mine own eyes the skull of Ossirex, which was terrible in aspect.

And it is thus that I beg our holy church to build upon this site a shrine honouring our late Sister in Kellos, that her deed and the grace of Kellos may be known to all who pass.

Brother Othar, Priest of Kellos


Prepping and Running the Game

The account above of the last session in our Barrowmaze campaign is mostly false, but what I imagine the PCs would have told Brother Othar upon their return to the guild, and how he would have recorded it.

The party did come upon the dragon hybrid sentries, and they did use Charm spells on them, and learned that they had not in fact set the guild on fire (the death cultists did, but the players did not have a way to know that), and also learn their true purpose for coming to the dungeon. And then things went south from there.

They came up with the idea of using the Charmed dragon hybrids to lure more of their fellows out so that they may be tackled individually, before the party takes on Ossirex. As they needed only one of the dragon hybrid to make the plan work, they had to decide on what to do with the other one. Some of the players wanted to kill him, which I told them was something which Tamira, being a cleric of Kellos, would not agree to. In the ensuing argument, Tamira's player did not actively try to prevent this from happening, and Moonshadow's player decided that he would simply stab the dragon hybrid while the rest of the party was arguing.

I decided that Gamdar, who had volunteered to be their bearer, was so outraged by the unnecessary killing that he dropped all of the party's gear and started to walk off... and that's when they Charmed him too, tied him up, and knocked him out.

The party sent the remaining dragon hybrid back to the lair with the command to lure the others out. I decided that their leader, a sorcerer, would see through the ruse and dispel the magic, and in turn use the Invisibility and Fury Fire spells (a fireball centred around the caster) to ambush the PCs instead. In the resulting fight the PCs took a lot of damage, but were able to kill all but the leader, who fled back to the hall.

When Tamira tried to heal the party, I told her that her spells weren't working. It wasn't long before my players realised that I had ruled that Kellos had withdrawn his spells from Tamira. Tamira's player, being an old school gamer, knew what to do: he made her set up and impromptu shrine and prayed for guidance.

Meanwhile, we got into an OOC argument about whether Kellos was justified in doing what he did. The players argued that the dragon hybrids' plan to release an undead dragon would result in many deaths, and for that they already deserved death; also, in their circumstances they could not risk having a prisoner around. I argued that the PCs could have tied up the dragon hybrid, and then gone on to destroy Ossirex, which would have neutralised the threat without them having to kill a defenceless prisoner.

Eventually I let Kellos give Tamira her powers back, on a "probational" basis given the threat they all faced, but by the the mood at the table was already soured.

With her powers restored, Tamira was able to buff the party really well, and the boss fight turned out to be less exciting than I had hoped for. There was some interaction with the surroundings, as the players tried to bring the ceiling down on the skeletons - I had made some rubble counters for this expressed purpose as I imagined Ossirex would use his tail to sweep down pillars and bring sections of the ceiling down to separate the PCs - but I had the feeling that our hearts were not really in it.

Things got worse after the fight, as the players now had to decide what to do with the Heart of Nodros. I told them that Tamira was able to intuit by holding the mace of Druentes that the mace could destroy the Heart, but the wielder would be killed in the process. Tamira's player was keen to destroy the Heart there and then, while others argued for bringing it back to Brother Othar and perhaps subsequently to the church in Vynevale. Then they came up with the idea of Charming the bound Gamdar and making him do the deed for them instead so none of the PCs would have to die.

As this discussion went on Moonshadow and Kimly's players moved their characters away from Tamira as they saw what would be coming, and when it seemed like Leowe and Madian would force the issue, Tamira's player had her destroy the Heart before they could get their hands on it. There was a blinding explosion which brought more of the ceiling down, and when the dust had settled the Heart could not be told apart from the rubble.

Leowe salvaged as much of Tamira's remains as he could, hoping that the church could resurrect her, but they were unable to. We ended the campaign with Tamira being made a saint and a shrine of her being set up at the former site of the guild, and Leowe carrying Tamira's remains in his backpack and vowing to find a way to bring her back to life again.

I am deeply disappointed with how the session went and how the campaign ended. I am not yet sure when things began to spin out of my control, and when I could have effectively steered the game away from the way it went.

Charm and Command spells are always problematic in an RPG, and I do wonder if I should ban PCs from having access to them in the future.

Obviously the players saw the situations presented to them as tactical problems to be solved, and not moral choices to be made, which points to a failure on the part of the GM to present the world in a fashion that encouraged them, or rather their characters, to view the world as a place where the killing of defenceless people was something that even hardened adventurers would not do.

There is definitely a lesson to be learned here for me, although I cannot yet tell what it is.

I hope to do a retrospective of the campaign in the future, not so much on how the campaign went, but what I learned about running an open-table megadungeon using an OSR set of rules.

Wednesday, March 24, 2021

Chronicles of the Adventurers' Guild #16

On the 17th day of Ostar, guild members Kelso, Kimly, Leowe, and Erik, (see PC profiles here) with the bearer Karl in employment, and accompanied by the mendicant monk Brother Tuck, returned to the southeastern section of the underground complex.

Here, they entered the south door in the chamber with coloured walls, and defeated the undead within, and recovered the grave goods, which included a fine bronze sword.

Then, returning to the eastern corridors, they explored the four side chambers, each of which they learned house a bronze skull upon a plinth, and each of which was protected by an elemental guardian. The party was able to defeat the elemental guardians in turn and retrieve the four bronze skulls, which when placed into the niches in the central bronze door, caused it to open.

The bronze door lead into a large hall, within which was a single sarcophagus and much grave goods contained in earthen urns. A ghostly form arose from the sarcophagus when the party attempted to recover the grave goods, and began to attack them with elemental magic, but the members were able to defeat it and recover the grave goods, which included a golden sceptre with four precious stones set upon its head.

Grave goods recovered were assessed to be 251 Gros in value, of which 84 Gros was disbursed to the members according to the terms of the contract. Member Kimly purchased the bronze sword at 66 Gros, and member Kelso purchased the sceptre at 66 Gros.

Addendum:

On the night of the 17th day of Ostar, the guild hall, as well as the Kellos chapel nearby were set on fire by unknown arsonists. Most guild members and staff were able to evacuate the hall, but bearer Karl died in the fire, and many others suffered from the effects of inhalation the noxious smoke.

I was able to salvage with my person these chronicles, and Harnold was able to keep safe the Guild ledger and much of the guild's treasury, but much of the sundries and supplies were consumed by the flames.

When we sent for help at Fort Rodric, we learned that the garrison had been taken ill, with tainted food being the suspected cause.

Our pressing need now is to care for those who are stricken, which we do with the aid of Brother Othar and his guests from Vynevale, but it seems several guild members wish to undertake a final expedition to the barrows, for what goal I know not.

Signed,

Jeras, Guild Chronicler


Prepping and Running the Game

This is the penultimate session of the campaign, and it happened that the four players who could attend are the same who will be in the Sorcery! sequel campaign, so we played a short session before going on to create characters for that campaign.

There were no healer PC available, so my players petitioned me for a hireling healer, and I decided to conjure up a monk to join them.

The session was filled with shenanigans, such as when Leowe inadvertently caused damage to the other party members when he used Gust of Force on a Fire Elemental, and Kelso returned the favour on his turn, and when the other members pranked Leowe by slamming the door and leaving him alone with an Air Elemental in a room instead of going in to help him as they agreed.

The delve ended with the party getting their hands on two magical items: a flaming sword, and a sceptre that grants the holder resistance to elemental damage.

In the final part of the session I set the lead-up to the finale session: visitors from Vynevale - Brothers Grimmel and Berkin (see here), accompanied by two justicars - bring grave news from the holy city; the copy of inscription sent to Vynevale by Brother Othar was recognised to be the same script as an ancient manuscript, which told the story of one Druentes, a follower of Eusodes (Yasoda), and the company he led into the crypts of Nodros cultists in a quest to destroy the Heart of Nodros, a magical artifact that gave them the power to raise undead. Druentes was betrayed and killed, but his follwoers were able to chase the cultists to the northeast sector of the crypts, and collapse the tunnel there, trapping them and the Heart of Nodros. Druentes was buried in the crypts as he requested in his dying words, that he may watch over the evil in case they should rise again.

Although they did not know the true intent of the dragonkin and his party, the players were able to put two and two together and realise that the Heart of Nodros and the fact that the Ashen Hills was once the site of a great battle during the Dragon Wars and therefore contained perhaps many remains of dragons made for a bad combination.

Brothers Othar and Grimmel then beseeched the PCs to return to the underground complex and recover the Heart of Nodros before someone else did. The players briefly considered returning straightaway, but decided to do so the next morning.

This allowed me to proceed with my plan and have the death cultists set the halls on fire in retaliation for the PCs' part in their ousting. I then told the players that one out of their two PCs is incapacitated from smoke inhalation, and they would each have to decide which character to use for the final session.

I am hoping to be able to get six players around the table for our finale, which should be one big fight, after which we will convert the surviving characters to 5E, and archive them for a future campaign. We will then hopefully be able to have a discussion and decide on what campaign to play after the Sorcery! campaign sequel.

Sunday, March 21, 2021

Blood Bowl 2021 League Round #3

After a couple of weeks' break we got back to our league again.

This time round my skavens faced the Black Orc team. Adrian spent some gold recruiting a trained troll to his team, which gave me a lot of gold for inducement.

We rolled on the weather table and got rain, which was a bad thing for me. I won the coin toss and chose to receive, and scored a classic skaven two-turn touchdown, which was a shock to Adrian.

We then rolled a "Blitz" on the next kick-off, which saw me run two players into the Black Orc's half and interfered with the Black Orc's drive. Adrian was close to the touchdown line at turn 8, but a failed throw team mate roll saw him go into the second half one point down.

In the second half he formed a cage and methodically drove down the pitch, but unfortunately the dice were still not in his favour as he failed to put any skaven into the Casualty box. He scored on turn 14, leaving me two turns to try to win the game. This time round the Black Orc team was ready for my skavens, and although I managed to run three players into his half on turn 15, he managed to mark all of them, and I dropped the ball on my final hand-off that saw me one die-roll away from winning.

I was actually worried about facing the Black Orc team, but as Adrian's team was heavy on the heavies, it left him with fewer goblins to run defence.

At the end of the third game, the standing is as follows:

Kazak Killers: 6

Badland Brawlers: 4

Skavenholme Scallyways: 4

Middenheim Marauders: 0

Wednesday, March 17, 2021

Musings on Gaming #4 - Soul

Although I have been GMing since around 1986, I didn't really give any thought to the themes of my campaigns until perhaps ten years ago. For the first twenty-five years of my "career" as a GM, I had largely let my players make whatever character they wanted, and then ran them through a string of unrelated module, never bothering much with the theme of the campaign, or the motivations of the PCs: I presented a villain/treasure map, and it was their jobs as PCs to defeat that villain/kill whatever was guarding that treasure and take it.

Granted, most of those years were my teenage years when my players and I were just content with exploring dungeons and killing stuff and gaining cool magical items. Gaming was rare during my university and working years, until around 2008, when the re-release of Dragon Warriors led to me meeting Adrian on an RPG forum, which led to a regular Saturday gaming sessions at his place.

The first breakthrough for me came during the Lone Wolf campaign I ran for the group. The players were all playing the good guys: Sommerlending Knight, Kai Lord, Brotherhood Mage. I told the players:"think Star Wars, and you are the Jedi", and we went through a series of unrelated modules from that I stringed together. A few sessions into the game, I felt that the PCs were getting too bloodthirsty, often killing bad guys even after they had incapacitated them - we are talking about humans here, not Giak or Drakkarim. I addressed this in-game by having their masters comment on that they were getting closer to the dark side and urging them to exercise mercy and restraint to redeem themselves.

The campaign then continued with me using a Conan module, where the villain, in the guise of a priest of a good order, used the death of his predecessor, a much loved champion of the poor, to foment social division and call for violence against the rich - a mysterious monster was murdering innocent people in the city, and the priest was claiming that it was divine retribution for the sins of the rich. As the days went by, tension began to build and threatened to boil over into mass violence. The PCs went about investigating the murders, and came into frequent contact with the priest and the city leaders. The Kai Lord became sympathetic to the position of the priest, while the Mage and the Knight were suspicious of him and tended to side with the city leaders. Much of the sessions were just RPing, and I often had to toggle between the two groups as the party split to interact with the two sides.

When the final confrontation came and it was revealed that the evil priest had raised his predecessor as an undead to murder on his behalf, the Kai Lord was so enraged at this betrayal that he killed the priest, even after he was left defenceless by the others. I then ruled that because of this act, Kai had stripped him of his Kai Discipline powers.

The player was of course unhappy about the whole thing: first being conned by the GM, and then being punished. Fortunately for me, he did not quit the campaign, but soldiered on, redeemed himself, and his powers were eventually restored to him.

I look back at this campaign fondly because it was the first of my campaigns where I felt there was a theme that ran through the sessions. Even though I had not planned it that way to start with, the mere idea that this was "Star Wars, and you are the Jedi" probably guided the way I, and later my players, viewed the actions of the PCs. And the theme of Star Wars - at least the first six movies - was about power, corruption, fall, and redemption.

I have employed the idea of a campaign theme in some of my other campaigns: the theme of "deception" in my Sorcery! campaign, and that of "price of peace" in my Space Opera Season 2. I find that having a theme helps me to plan the sessions, in creating situations where the players, through their PCs, are confronted with the theme of the campaign.

Of course, not all campaigns need a theme, or will benefit from one. Some of my mini-campaigns are just play-throughs of classic TSR modules, and I think that for a funhouse dungeon like White Plume Mountain it is perhaps the lack of a theme rather than the presence of one that makes it so memorable.

The employment of a theme, while useful for a more GM-directed campaign, may work less well in a more player-directed, or sandbox type of campaign, where the theme may instead emerge from the plans and actions of the PCs.

In such a campaign, in place of a predetermined theme, it is more suitable to employ what Matt Colville calls a "central tension" for the campaign setting.

The central tension is perhaps implied in the original D&D, with the duality in alignment: Law vs Chaos. It is hard-baked into the White Wolf RPGs, where the purported aim of the various "X; The Y" games is to explore the tension in our modern society through the lens of some non-human being, whose non-humanity forces us to examine our own humanity. Or something like that. I've only ever GM'd Mage: the Ascension, and I not not sure I did it correctly.

Regardless of whether you use a central tension that comes with the setting, or whether you create one of your own, central tension is what creates drama and invites the PCs to act. Two sides are in conflict, or will soon be in open conflict, and the PCs have the choice to make on which side they wish to see win in this conflict, and how they choose will decide that.

How your players choose, however, will be decided by their characters' motivations, which will be the topic of the next post in this series.

Monday, March 15, 2021

Future Campaign/s

This post is primarily for the players in my group, although if you are a follower and have some suggestion on what campaign we should play in the near future, do leave your comments.

With the Sorcery! 2 campaign scheduled to run from April to May, we can start planning for the campaign that will follow it; and if we like more than one of them, we can always queue them for future campaigns.

I've got a few ideas for what we can play next; the first three follow the drop-in, drop-out format as with the Barrowmaze campaign, while the next three require a more regular attendance.

1. Space Opera Season 3: Deepnight Revelation


This is a Traveller kickstarter I backed a while back and, providing it delivers by May, we will use it as a basis for Season 3 of our Space Opera campaign.

The premise is: after the events in Season 2, the United Confederation found a wormhole in the Dead Zone which they believe lead to the homeworld of the Grens. Together with the Tazanian Empire, they built an exploration vessel, crewed by the best the Confederation, the Empire, and the Neutral Zone have to offer, for a mission to go through the wormhole and find the source of the Gren threat and put an end to it... and Nick, AJ, Kumra Khan, and RB have been asked to head the mission.

Rules will likely be Savage Worlds

Players from the previous Seasons will retain their characters (except for Jet, who is still considered too junior for command and will play as a crew character), and also create a new "crew" character - other players will also each create a crew character. Game will be semi-trope style, with the command team making the command decisions, and the crew PCs doing the execution. Think Star Trek (TNG or Voyager - not Discovery).

We will continue the drop-in, drop-out system, with the team for the session made up of the players who can make the session.


2a. Return to Terrinoth: The B Team aka Lakemane's Larcenous Lackeys

What can I say? I like Terrinoth, and I love some of the characters you guys have made and played.

This campaign picks up where the B Team and Barrowmaze left off.

Our campaign is set in the city of Tamalir, and consist of Therion Lakemane (now Steward to the Count of Pfalzenstein), Whisper Blackmane, Giso, and Tom, (all around level 5) as well as characters from the Barrowmaze campaign. Rules will be 5E, with the Five Torches Deep characters converted over to the corresponding class, with XPs at 1-to-1, i.e. around level 4.

The campaign will probably be more player-directed as we follow the shenanigans of Lakemane and company in their quest for... whatever it is that you guys feel up to!


2b. Return to Terrinoth: The A Team aka Venier's Valourous Vigilantes


Alternatively, we can rejoin the A Team, i.e. Entana, Strigoi, Percy, and the world famous Gio Gerbo, all around level 6.

This campaign will be set in Fulhurst, a village on the edge of the dreaded Mistlands that Entana is holding for the University of Greyhaven. The PCs will be retainers who have joined the party, drawn by the fame of our heroes. You can choose to convert your Barrowmaze characters to 5E, or create a new 5E character at level 4.

Play will be in a style similar to Deepnight Revelation above, with the players for the original party making the "domain-level" decisions, and the retainers doing the actual adventuring. There will be a more definite plot-arc for this campaign.


2c. Return to Terrinoth: The C Team - Guild-Free


In this alternative, you keep one of your characters from the Barrowmaze campaign, convert him/her to 5E, and you form a party. Play will be in the more traditional format. Where will you go? You tell me!

3. Gamma World and Shadowrun mash-up


This is something has been at the back of my mind for years now, and is a mash-up of a Shadowrun-esque campaign we played, and the Gamma World mini-campaign I ran.

The story takes place in a post-apocalyptic world where civilisation still exists in megacities ruled by vampires, while in the wastelands beyond the city walls scavengers and mutants eke out a living in the hostile landscape.

In the first thread of the story, George Bennett (failed mob doctor), Ice (cyborg street samurai), and Victoria (half-vampire), have fled into the wastelands with a little girl, pursued by vampires who want to use her as a bio-weapon.

In the second thread of the story, our village of mutant sentient-but-not-necessarily-anthropomorphic animals have recently explored a crashed spaceship and returned with high-tech weapons which they hope will help them defend their village against a tribe of human wasteland warriors bent of eliminating all mutants.

As their paths cross, the two parties find that despite their differences, working together may be their only hope for survival in this crazy cross-genre world.

No idea what rules to use yet - the decision will largely depend on whether we want a more gritty game, or a more gonzo, roll-for-your-new-mutation game.


4. Something, something, Jon Hodgson


OK, this one is less worked out, but the idea is to use The Hero's Journey, a set of OSR-ish rules, for some sort of a "journey" campaign.

There are several candidates for the setting, including my old favourite Anglo-Saxon England, Middle Earth, the Lone Wolf world, or the Dragon Warriors world. The key thing is that the campaign should involve some sort of long journey, and lean into the "fellowship" aspects of the rules, and that the mood should be Jon Hodgson art.


5. Something else

Those are four ideas I have, but if you have something that you think the group will enjoy playing, and if I think I can do the idea justice, then do bring it to the discussion.

It can be a short campaign, or a long-ish one, fantasy, sci-fi, pulp, or modern - I am open to running most things except Horror, which I don't think I will be competent at.


So let me know what your thoughts are!