Thursday, July 01, 2021

Deepnight Revelation #2


Captain's Log - T018

Mr Stamper had just completed his debrief to Mission Command on the exploration of HNP-B 1.

The team had been sent to investigate a psionic emanation from the planet, while the ship was conducting refueling mission at HNP-B 2. Upon arrival at the system, the team found remnants of a pre-hyperspace civilisation on the planet, but no sign of any organic life despite the presence of water and an oxygen-nitrogen atmosphere. They also discovered that the source of the psionic emanation was from the planet's only moon.

Mr Stamper ordered the pinnace to land on the moon, and a team comprising of Dr Tsoukalos, Dr Balilaika, Sergeant Ahab, three troopers, and Crewman Ajax were sent to investigate the source. They found a metal door built into the side of a rise, which opened automatically when they approached.

The door opened to a corridor shaped from the stone of the moon, which descended into the depths of the moon. The outer corridor was separated from the inner corridor by a set of airlock, which was still functional, which irradiated the occupants with ultra-violet light and cycled the air within.

The team passed through the airlock and reached the doors at the end of the corridor, which stretched close to a kilometer and descended close to 200 metres from the surface. Beyond the door they came into a round, domed chamber some 1400m in diameter. Within the chamber were four smaller, oval, transparent-walled domed enclosures, each measuring 600m x 400m and more than 100m in height - the precise measurements of the chamber and domes were not available at the surveying equipment brought by Dr Tsoukalos had to be abandoned due to subsequent events.

The team observed that the chamber was lit by a low green light on the floor. The smaller enclosures were lit from the top of the domes by some unknown source; within each enclosure were trees and other plants, and unidentified animals. In one of the enclosures the plants were thriving, but in two other they were in a stated of decay, and in the last they were all dead.

In the centre of the chamber was a plinth, upon which was a man-sized, transparent-walled chamber, within which was a sickly-looking Gren.

The Gren was able to communicate with Crewman Ajax telepathically, and after transferring a vast amount of information to him, warned him to flee the chamber. The team fled the chamber as they were urged to, and at the same time the floor of the chamber burst open with several plant-like tendrils emerging to try to seize them. As they entered the corridor leading to the surface, the walls of the smaller enclosures broke, and various creatures, with tentacled appendages and maws filled with sharp teeth, emerged from within and pursued them.

Sergeant Ahab and his troopers covered the retreat of the rest of the team, through a tactical use of grenades and blaster fire. He had the clarity of mind to collect a sample of the plant tendril which sought to seize him, but the sample disintegrated when exposed to the ultraviolet light in the airlock.

The creatures did not pursue the team beyond the airlock. The team made it safely to the pinnace, and during the return journey Crewman Ajax related what the Gren had "told" him.

The Gren, whose name was Tyovask, was a scientist on the planet that the moon orbited. Some 30,000 years ago, an asteroid bearing what the people later named the Entity landed on one of the smaller continents of that world. The Entity, a fungal-like organism, began consuming all organic matter it came into contact with, and when its spores infected the Grens, it took over their nervous system and were able to exercise a degree of control over them, until the bodies were eventually consumed too. While the Entity and its spores were susceptible to high temperature and ionising radiation, it proved impossible to eradicate once it has established itself on the continent. The Grens eventually made the decision to perform a thorough nuclear strike on the continent, and for a while it seemed that they succeeded - but it was later found that the Entity had infiltrated the seas around the continent.

Tyovask, a leading biologist, volunteered to study the Entity and the effect of its infection on Grens, and a laboratory was built on the moon, where the risk of a laboratory leak would be minimised, for this purpose. Tyovask had four bio-domes created, which he filled with plants and animals from their world. Then, he infected himself with the Entity, and sealed himself in, and waited for his people to come back for him. Unfortunately, the Grens lost their battle against the Entity, and all organic life on the planet were consumed, and the Entity, barring those on the moon, starved itself into extinction.

In his lab, Tyovask's mind merged with that of the remaining Entity, and he learned that while it was a fungal-like organism, when it has reached a certain size it attained a measure of intelligence and sentience. In their new form the symbiotic organism that was Tyovask and the Entity learned to control its instinct, and instead of consuming all of the organic life within the domes, practised a form of rationing that allowed it to survive for the millennia.

The teams arrival and its telepathic communications with Crewman Ajax allowed Tyovask to learn of what happened to his home planet, and in its grief Tyovask's control over the Entity was weakened, and the Entity, sensing a chance to leave the confines of the moon, consumed the last of tis food source and tried to seize and infect our crew.

After conference with the Mission Command Team, I made the decision to bring the ship to the moon and launch a nuclear strike on the laboratory from orbit. Our sensors confirmed that there were no remnant psionic emanations from the moon after the strike.

Based on the information we have learned, I have ordered a revision of the decontamination protocol for away teams. Further, I have instructed Lieutenant Slater to come up with operating procedures for the tactical teams in future scenarios where an encounter with the Entity would be likely. Chief Medical Officer Cho had also been tasked to set up an isolation facility where samples of the Entity, when we are able to obtain some, may be studied in relative safety.

While the origins of the Grens and their relationship with the fungal Entity are now known, Mission Command Team resolved to continue the mission to seek the source of this Entity and determine if it still poses a threat to our galaxy.

Our next waypoint is a cluster of seven stars some 5000 parsecs away, which Astrography has named Point Grainger. We will however make a pit-stop at a nearby gravitational anomaly at the request of Space Sciences Department before proceeding to Point Grainger.

Supplemental: At Dr Tsoukalos' recommendation, I have offered Crew Ajax a transfer to Social Sciences Department, with the designation of Social Scientist.

Captain's Log - T020

The gravitational anomaly, which Astrography named DSA-1, turned out to be a "frozen star" with impossibly low surface temperature. A closer survey of the frozen star revealed surface fluctuations in temperature and gravitation.

The source of these fluctuations were soon revealed when a large shape some 300 metres in length detached itself from the surface and approached us at high acceleration. We initially identified the shape as a Gren bioship based on its size, shape, and high acceleration and I placed the ship on red alert as we prepared for battle - it being impossible to outrun the bioship. Mr Stamper and Mr Ka'an, however, observed that while the creature approaching us bore some similarities to Gren bioships, it had a number of features that were different. Dr Tsoukalos was consulted, and his opinion was that the creature likely considered our ship either food, or a mate; and there being no discernable mouth or alimentary canal on the creature, it more likely considered us a mate on account of our size, shape, and our propulsion ability. I ordered the ship to reverse course, but the creature increased its acceleration to match, and two more of the creatures, smaller at around 50 metres each, detached themselves from the star and joined in.

The three creatures eventually caught up with us. The larger creature seemed to regard us with some interest, while the smaller ones seemed to invite us to play in a game of chase. As we did not indulge them, they all lost interest after a while, and returned to the surface of the sun.

I have instructed Life Sciences Department to study the sensor data on the creatures, and determine if they are the same creatures which were infected by the Entity and turned into bioships for the Grens. If indeed this is the case, then it proves that the Entity has the ability to construct complex plans, and may prove a far deadlier opponent that we have so far imagined.

Prepping and Running the Game

The encounters in this session came from books 1 and 3 of the campaign series. As with the previous session, there was little action, and a lot of lore dump.

The action, however, was interesting. I decided to use the chase rules from Savage Worlds to run the, well, chase. I have deliberately given the monsters relatively weak stats because I did not want a TPK, but when the players saw the sheer number of models I placed on the map, they decided to run even before they have found out how deadly the monsters were.

The chase would have been relatively boring had not Dr Balilaika's player forgotten (?) about the airlock and rushed in before the rest of the crew had caught up - he ran into the airlock first, which closed and began its two-minute cycle, leaving the rest of the crew stuck on the side with all the monsters.

While the action scene was straightforward, I think the players enjoyed making up plans and protocols for future encounters. This will certainly work to my advantage, as it aids immersion, and takes a lot of work off me.

The second encounter was taken from book 3. I placed it here, early in the campaign, as I wanted to complete the lore dump and solve the mystery of the origin of the Grens and their bioships - I worry that if I left it to a later session the players may not connect the dots. It also allows me to throw in a new element to the campaign: some of the crew may consider the mission accomplished now that the origin of the Grens had been discovered and that they are no longer a threat. These crew members may later become disgruntled as the voyage drags on, and agitate for return to our own galaxy.

Sunday, June 27, 2021

Blood Sword 5E Kickstarter


I got really excited about this kickstarter when I came across it a couple of weeks back.

I bought and played through all the gamebooks in the original series back in the 80s; although set in the Dragon Warriors world, I have always felt that the storyline was too fantastical (mythical?) compared to the world presented in the RPG books, which means that it may be a good fit with 5E rules?

It's been a while since I set a campaign in Legend - maybe this kickstarter will give me a reason to do that again.

Friday, June 25, 2021

Deepnight Revelation #1


Captain's Log, T001*

Upon exiting the wormhole our ship was right away shaken by a series of impact, which we were able to determine to be from a drifting field of debris, consisting of ice and what appeared to be planetary fragments. As the debris were numerous and of mixed composition and scattered electromagnetic waves in a non-uniform fashion, we were unable to navigate through the debris field safely.

On Mr Stamper's advice I order boats to be launched from the ship to determine a safe path through the debris field and for crew upon them to place demolition charges to clear the larger pieces of debris. Due to the density of the debris, the operation necessitated the deployment of a broadcast relay boat to maintain communications between the ship and the boats.

Two hours into the operation, a demolition charge being placed by the crew on Boat 13 went off prematurely, causing the boat to lose power and spin out of control with three of the crew still tethered to its hull.

Before a rescue boat could be organised, the pilot of Boat 01 (which was serving as the broadcast relay and safety boat) Lieutenant Xebac disobeyed orders and started off to intercept Boat 13. Boat 01 was struck by a debris and Lieutenant Xebac was rendered unconscious, and the cockpit began to depressurise.

The remaining crew on Boat 01 responded to this unexpected series of events admirably: Crewman (Probationary) Ajax (of the Deck Department) sealed the breach in the cockpit, while Sergeant Ahab (of the Security Department) took control of the boat.

With the communication to the ship lost due to their movement, the crew of Boat 01 decided to continue the rescue effort on their own. Social Scientist Goldfone was able to located Boat 13, and Sergeant Ahab piloted the boat expertly, matching the spin of Boat 13 perfectly as he moved the two boats into contact and then gradually reduce the momentum to wind the tethers around the hulls of both boats. Scout Trooper Blake, Mr Ajax, and Mr Goldfone were then able to recover the crew of Boat 13 into Boat 01, where they were given medical aid by Corpsman Wootue.

The crew of Boat 01 - excepting Lieutenant Xebac -were given commendations for their action, and Mr Ajax was formally inducted to the crew of the ship and was granted full crew privileges. Lieutenant Xebac was put on report for his actions.

Having cleared the debris field, Astrography was able to determine that we were in the Tadpole Galaxy, having emerged at the end of the shorter spiral arm, and that the transit, while it took merely two minutes for us, had in fact taken 294 days.

Tadpole Galaxy, some 420 million light years from our galaxy

It was further determined that there were multiple sources of psionic emanations from many parts of the galaxy, with the most prominent coming from the 'tail' end of the galaxy. While the journey to the tail end could be made in 10 weeks at maximum speed, after conferring with the Mission Command team, the decision was taken to take the safer course and to travel to the main body of the galaxy in short jumps, and to gather intelligence and replenish our fuel, water, and food as the opportunities presented themselves.

At Astrography's recommendation, our next waypoint will be a strong radio signal 50 parsecs from our current location, which they have named Radio Source Vilaakasii.

Captain's Log, T010

We completed our survey of the Vilaakasii region today, and are making preparations to jump to our next waypoint. Exploration of the systems QVS-88 and QVS-122 had revealed two terrestrial planets that once supported life - in the case of QVS-122 a pre-hyperspace civilisation - and which should by all accounts still support life. While the mass extinction of life on the two planets can be explained by the supernova event that resulted in the Vilaakasii black hole, Life Sciences Department cannot explain why life had not re-emerged on these planets after 800,000 years. We are awaiting the results of Social Sciences Officer Dr Gregrorio Tsoukalos' field-survey.

* - for this series I will employ this dating convention to indicate days after the transit through the wormhole.

Prepping and Running the Game

The start of a new campaign is always exciting for me as a GM, although my first sessions are usually a little stilted as I try to get back into rhythm.

I was aware that the first session would be a lot of talking and a little playing, as there was a lot of scene-setting and plot exposition to be done, plus a player who is new to both the backstory and the Savage Worlds system.

My general plan is to run the campaign more or less in the order of the module, but to fit my backstory, I had to make the part of the galaxy that the ship first pass through a dead zone. This meant no discovery of alien species, and of course no interaction or combat with them. To inject some action into the session, I lifted an incident from Book 3 and used it as my first action scene.

I am gratified that the players responded admirably, and took the opportunity to roleplay their new characters: Ajax being super-eager to prove himself a useful member of the crew, Goldfone making wisecracks, and Ahab taking command of the situation like a marine sergeant - the boat rescue episode will remain one of the memorable stories in my career as a GM.

I had the opportunity to introduce quite a few NPC crew members this session, some of whom were created by friends and fellow forummers. I expect that over the next few session a few of them will become "crowd favourites" and recurring NPCs.

Wednesday, June 23, 2021

Space Opera Season 3: Deepnight Revelation


This week, our group returned to our Space Opera campaign, which I have been planning for before the last session of the previous season ended.

(You can read about Season 2 of the campaign here.)

The basis for this campaign is Deepnight Revelation, an epic Mongoose Traveller campaign which seems to dovetail with our campaign so far. As we have two new players in our group whom I wanted to introduce to the campaign, I decided to employ troupe play with the players from the previous campaigns playing their old characters, plus a new, less experienced character, and for the new players to play new characters too.

For rules I stuck with Savage Worlds, which has served us well so far. The SW rules are nowhere as detailed or "hard" as Traveller, but I suspect even if we were using Traveller rules I would still be playing fast and loose.

I imagine the campaign to play like episodes of Star Trek: Voyager, with the players playing the main characters, and with a cast of recurring NPC crew members.

In our version of the campaign, we follow the mission of the starship Deepnight Revelation as it travels through the wormhole to reach the galaxy which the Grens have come from, and as they explore that galaxy with the goal to end the Gren threat if possible. The Deepnight Revelation has a crew of close to 500, and so I employed the help of my friends, readers, and fellow forummers to create character concepts for the crew. I will introduce them as they appear in the story.

For the main cast (NPCs in italics), we have:

MISSION COMMAND DIVISION

Captain Beverly Reid, human, United Confederation - Previously on a career path to become the captain of a carrier, she gave up her plan to become captain of the Deepnight Revelation when she learned about the mission.

Commander Zruke, Rakashan, Tazanian Empire - Previously in command of a Tazanian troop ship, Commander Zruke was accused of cowardice during the Gren Wars and stripped of his commission. He was invited to command a Tazanian "freikorps" ship and distinguished himself in that role, eventually participating in the Battle for Earth. When Captain Beverly Reid was given command of the Deepnight Revelation, she requested for Zruke as her First Officer, and Zruke was re-commissioned and assigned to the ship.

Mission Officer Nick Johnson, human, Neutral Zone - Ex-cop from the United Confederation who fled to the Neutral Zone after being falsely accused for the murder of his wife.

Mission Officer Kumra Ka'an, space yeti, Neutral Zone - A former criminal, Kumra Ka'an was captain of The Magpie until its destruction on Pallas during the Battle for Earth.

Mission Officer RB-62, re-programmed droid, Neutral Zone - RB left his leadership position in the Robot Collective to join his old crew on Deepnight Revelation.

Mission Officer AJ Stamper, human, Neutral Zone - A former space-miner and a demolition expert.

ENGINEERING DIVISION

Petty Officer Jet Black, human, Neutral Zone - A crew of The Magpie, Jet left the Teamsters Guild to join the Deepnight mission as an engineering team leader.

OPERATIONS DIVISION

Marine Sergeant Ahab, Rakashan, Tazanian Empire - A marine and a veteran of the Gren War.

Marine Scout-Trooper Blake, human, Neutral Zone - 

Lieutenant (Doctor) Cho Sen Wan, human, United Confederation - Trained as a surgeon, Lieutenant Cho is also a taekwondo practitioner.

Lieutenant Junior Grade (Doctor) Balilaika, human, United Confederation -

Crewman Ajax, Serran, Neutral Zone - His application to join the mission having been rejected due to the lack of any outstanding talent, Ajax successfully stowed-away on the Deepnight Revelation. When he was discovered, he was assigned as probationary crew in the Deck Department.

SCIENCE DIVISION

Social Science Officer Gregorio Tsoukalos, human (?), United Confederation - Xeno-archaeologist and head of the Social Science Department.

Social Scientist Ippy Goldfone, human, Neutral Zone - A social media celebrity and communications equipment expert who joined the Deepnight Revelation mission to rescue his waning career.

Sunday, June 20, 2021

Sorcery! 2 - The Jailbreak Job


Three days after their successful kidnapping of Morgana, Horovar, Penn, Silent, and Zhora were on their way east in a mule-cart, disguised as salted-fish merchants. Malus, Zul, Gearfried, and Zamm remained in Arkleton, waiting for instructions for their next job from V.

The party's destination was a little fishing village three days from the capital, where they would find and kill Glowulf, who had returned to his home village to become a simple fisherman.

Arriving late at night on the third day, they were taken into the home of the village headman, who fed them and offered them accommodation for the night. The party's inquisitiveness made the headman suspicious, and after he left them for the night, Horovar and Penn followed him secretly, and found that he had gone to tip Glowulf off at his fishing hut. Glowulf thanked the headman, and requested that the villagers not intervene if the was any trouble.

Returning to the hall, our villains decided to launch an attack on Glowulf's home. Entering the hut simultaneously from the front and back doors, they found the place in darkness. Penn shot an arrow into the bedroll in the corner... and heard the arrow sink into the wooden floor with a dull thud.

At the same time, two figures entered the room from the back door: it was Glowulf and Valerian. The two demanded to know who had sent our villains on their mission, but they were in no mood to talk. A melee ensued, and Glowulf was cut down and decapitated, while Valerian was knocked unconscious and taken prisoner. By now the commotion had drawn the attention of the villagers, who crowded around the hut with their improvised weapons. The party threatened to kill Valerian if they villagers did not disperse, but they did not comply - it was only when Penn and Horovar slew a few of them that the rest fled, allowing our villains to get away.

Our villains now made their way westward, towards Arkleton, with Glowulf's head in a bag and Valerian bound. On the second day they were overtaken by mounted guards dressed in the livery of Arkleton, coming from the east. The guards attempted to arrest our villains for the murders they committed in the fishing village, but they were not about to give themselves up without a fight. After a short, sharp fight, the four guards were dead, and Horovar laid gravely wounded on the ground. Valerian asked to be untied so he could aid the barbarian, and was unbound.

As he tended to Horovar's wounds, Valerian revealed that he had remained in Arkleton incognito after escaping from Goncol's laboratory, but had come to the fishing village to warn Glowulf after he learnt of Goncol's death and Morgana's kidnapping - whoever was responsible for those acts no doubt wanted them silenced for their part in their mission twenty years ago. As their mission was known only to few who were closest to the late king, whoever sent them would have to be someone high in the kingdom's hierarchy. And just as they were being silenced, Valerian warned the party, they were now probably being set up by whomever had sent the guards from Arkleton. Horovar, Silent, Zhora, and Valerian took the guards' clothes and horses, and with Penn driving the mule-cart, they returned to Arkleton.

When they returned to their respective inns, our villains learned that their companions had been arrested in the night they day after they had left by city guards, and were now held at the guard-house of the Fourteenth precinct.

Realising that whomever sent the guards after them would soon learn that they had failed in their mission, our villains decided to break their companions out of the jail immediately.

Penn started a fire in a neighbouring precinct, and an alarm was raised, drawing some of the guards from the Fourteenth there. Then, returning to the Fourteenth precinct, he shot the guard in the tower with a well-aimed arrow. Still in their guises as city guards, Horovar, Zhora, and Silent entered the guard-house, and struck down the guard at the front. The guard captain was similarly struck down when he emerged from his room, taken by surprise. The party entered the dungeon below the guard-house to find the last guard cowering in a corner - he was despatched, and his keys taken.

The party quickly located and freed Malus, Zul, Gearfried, and Zamm - bruised but still alive. When they emerged from the guard-house, they found Valerian on the street, and the bodies of two bounty-hunters behind him - someone had hired them to lie in wait for the party.

Now convinced that they would not be safe in the city, or indeed Analand, our villains decided to flee the city on their stolen horses - but where will they go? Perhaps, Horovar suggested, they will find safety in Mampang?

Prepping and Running the Game

After weeks of lockdown, we were finally able to play the conclusion of our Sorcery! campaign.

I was hoping that the revelation that Valerian was still alive would cause the players to question their mission, but as they were already suspecting that V was not in fact Valerian, they decided to complete their mission and kill Glowulf anyway. Fortunately for me, they decided to spare Valerian - why kill someone if you are not getting paid for it, right? - and that gave me a way to carry on the story.

The guards sent to arrest the party were supposed to arrive at the village in the morning, when it was expected that they would be fresh from their battle with Glowulf and therefore wounded or exhausted and therefore easy prey. Unfortunately for me the players decided to arrive late at night, and aroused suspicion with their questioning of the headman, and thus threw everything off.

The second half of the session was based on the Dusk City Outlaws module The Jailbreak Job. The modules in the series are short - 4 pages of text in this case - but provide enough information for the GM to run a full session. They are worth a look if you are running a campaign for a party of rogues or evil/not-quite-legal characters.

The campaign ended with some unresolved plot threads, which will allow us to have another sequel campaign in the future. Will the party flee to Mampang? Will they learn the true identity of V? Only time will tell...

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.