Thursday, November 19, 2009

Pathfinder Fanboy

How did I become such a quick convert to Pathfinder? In short, I was dissuaded by the alternative. The trickling details of D&D 4.0 were not encouraging to my gaming sensibilities. The more combat-oriented structure had not disposed of the role playing element, but it came short of enabling essential character development.

It might be fair to suggest the new edition is hearkening to D&D's roots in its early incarnation as Chainmail, were that game conceived in the age of high end graphics cards and touch screen monitors. There is certainly a place for the war gaming model, but it lacks the emphasis on storytelling, the two of which were combined in Dungeons and Dragons. 4th edition appears to favor the former component, presenting an imbalance.

When I learned about the improvements to D&D 3.5 coming in the guise of a new role playing game, something sparked inside of me. D&D 4.0 felt to me like Star Wars episodes I, II, and III. Instead of preserving what I felt was a solid foundation with room for improvement, something was wrenched away in favor of a product with less depth (character) and more veneer (action). The game dynamic essentially split directions and I chose the one that appealed more to my experience and preferences.

There are other, more practical, considerations when purchasing any new game.

Overcoming the learning curve can mean a considerable investment of time, on top of an already consuming activity. Sure, some people are just stubborn about sticking to what they know (I have a friend who wouldn't even consider using any edition past 2nd). I'm not sticking with 3rd edition out of mere conformity. If I am offered a timely opportunity to play some 4th edition, I will gladly do so.

I’ve discussed with friends the financial burden of purchasing a new set of core books, especially when most players like to have their own copies. Now, I've spent $80 on the Core Rulebook and Bestiary for the Pathfinder RPG (two books containing several hundred pages of detailed information not to be sneezed at). I must simply accommodate any players unable to afford or uninterested in investing in this material. So far, multiple copies have not been needed.

However, the choice to upgrade isn't the same as switching to a significantly new system. At some point I will buy a new computer, once they start making my current one look too dated to bear. I’ll need to save up, but it is usually worthwhile. Also, with Pathfinder RPG all your supplemental 3.5 material is still compatible, which increases the ease of conversion all the more. Backwards compatibility sells.

After purchasing the books, I couldn’t be happier. Who wouldn’t love a blending of Player’s Handbook and Dungeon Master’s Guide, with more pages and a lower price than the two combined. The Core Rulebook is a hefty labor of love at a relative bargain. It offers all the feats, skills, spells, and magic items that I could possibly need. Whereas the old Monster Manuals gave some basic societal information on a few creatures, the Bestiary is a bounty of story-building fodder. Even in the shorter, more concise descriptions, there is such well-written flavor that sketching out an adventure is all the more convenient and satisfying.

The most difficult part will be departing from the brand that started it all. Pathfinder is, for me, the same game with a new name. To avoid unnecessary explanations to the uninitiated, I will still refer to the activity as playing Dungeons and Dragons. Maybe, in another decade, 5th edition will lure me back and I won’t be mincing words anymore.

Pathfinder Advanced Player’s Guide Playtest

Paizo does well involving its customer base in the development of new product. They will be issuing 6 new classes in 3 installments for players to wring out some feedback in the writing of their Advanced Player’s Guide Playtest scheduled for release in August, 2010. I would very much like to hold a special session to give these templates a spin around the gaming table.

The six new classes (and the dates they are expected to be posted for open playtest) are:

NOVEMBER 13
Cavalier: A noble warrior who weaves through high society as easily as he does the most treacherous battles.

Oracle: A divine mystic dedicated to a mysterious occult tradition that grants her fantastic powers—but at great cost!

NOVEMBER 30
Summoner: An arcane spellcaster who conjures powerful servitor creatures from beyond the veil of reality to serve his whims.

Witch: A versatile caster who gains her spells from the eldritch whispers of her familiar and casts potent hexes to aid allies and vex foes.

DECEMBER 14
Alchemist: An arcane mystic who brews salves and unguents to modify his body in freakishly effective ways.

Inquisitor: An agent of faith trained to root out the dark secrets and even darker monsters that haunt the forgotten corners of the world.

Playtesting documents are available for free download now at paizo.com.

Thursday, August 27, 2009

Adventure Log #009 & #010 - Lios Campaign: Gathering Forces

#009

Briefly, because I can only remember a summary of the session, the PCs were hurting badly, being outleveled by the undead threat. A flash of light and magic later, the Weaver appeared in all her yet higher levels to easily vanquish the ghastly trio. Also entering the fray was her current assistant, August, returned from a scouting mission in the Deadened lake region to the far northwest. The Weaver's home was stocked with plenty o' curative refreshments, bringing nearly everyone back to full health.

August's report confirmed the extent of necromantic sway over every living thing on his short expedition. The Weaver stated they must leave to retrieve a weapon powerful against the undead. The location of that item, bringing Yurik full circle to his recently adopted family home, was in Plazene. His late uncle Dentin, who left the estate to Yurik (de facto) and his sister, was apparently a companion of the Weaver and others who made up the adventuring group known as the Wide Circle. Dentin became a curator of sorts for the Circle's many treasures.

Again by magical means, The Weaver hastened the newly grown party to their destination. The manor door had been broken in and another mohrg was found inside killing Yurik's sister, Tessae. Tossing her body behind it, the creature engaged its new opponents. The party destroyed the mohrg, but too late for the young woman made its victim.

#010

The Weaver intoned a warning: "There will be others. We must protect the weapon." Leading the PCs up to the 2nd floor (above ground floor and 1st floor), through the breached secret passage, down a long flight of stone stairs, and into a catacomb of narrow halls, they encountered 2 more undead infiltrators as they attempted without success to enter a warded room.

The mohrgs had no concern for the party as The Weaver had cast a spell to disguise them as skeletons. Soon, though, a battle was waged in which hastily crafted fiery weapons eventually found their mark, large marbles were dodged, and the "good guys" prevailed.

The Weaver led most of the party though the second and only other door in that particular hall. Two of the PCs found themselves unable to enter the room, much like the undead. Within, The Weaver spoke to an elven girl and bid those present to enter yet another hidden chamber to retrieve the aforementioned weapon, a mirror submerged in a shallow basin.

Adventure Log #008 - Lios Campaign: Places to go, People to See

Jun 5, 4:28 pm

Where has the time gone?

After fighting off the few undead creatures in the mines, the party was allowed through the portcullis by an odd dwarf with a invested fascination for the non-living. He sent the party along their way through some apparent prisons, escorted by a pair of armored soldiers, past barracks, up a ramp into the open air, ascending a couple flights of stairs, to a meeting room. Once there, explanations and intentions were provided by a small group of authority figures, including the Dwarven King Dajnor and Saille's lifelong teacher.

The reason for summoning Saille and Kenny centered on a long-anticipated need for the skills and abilities their lives were orchestrated to develop. In Yurik's case, his presence was requested more for his relation to his late uncle, Denton Gravelace, than his other capacities. Denton had been intimately involved with these matters from the outset.

The companions of the invitees have been allowed to remain, be briefed, and join the quest if they wish. The main points divulged: 1) There is a really bad lich who wants to spread a plague of undeath across the world, but her powers are currently held in check, 2) Saille was to visit the home of her order, whereupon she underwent a ritual that left her with a smooth jade stone embedded above her brow, 3) the group needed to locate and request the aid of another former colleague known as the Weaver, who is supposed to know of a weapon that might be most useful against the enemy.

In addition to the rather lofty goals thrust upon the party, a contingent of the dwarf community, including Kenny's family, had removed themselves from the kingdom. The official reason was a mining expedition. The truth of their departure was revealed to be a rift in their loyalty to King Dajnor, against whom they have evidence that he secretly a vampire. Nevertheless, the dissidents acknowledge the importance of the mission the party has been given and send them on
their way.

When last the party was seen (in our minds' eyes), they had sought out the Weaver, inquiring of a woman who worked for a church in Jaen's Reach (no Firely jokes, please). The woman's story of being aided by the Weaver after her carriage was attacked had become common knowledge to those with an interest. After obtaining directions to the site of the attack they eventually came across the ostensible home of the mysterious Weaver, a woodland abode shrouded in a variety of woven materials looking almost like cob webbing.

As the session ended, a trio of powerful undead creatures appeared from out of the perimeter, surrounding the group.

Adventure Log #007 - Lios Campaign: Catching Up (Or Down)

Sep 12 2008, 12:04 pm

In attendance:

Kelly
Elise
Karlene
Terry
Colin
Kalan

Catching up from the last two sessions, the party was led by the ale maker Borgiden to the Eastern wall of the mountain home of Brekknor. Through a clearing in the woods appeared a cavern opening into which they proceeded. Stating it would be looked after, Borgiden left his wagon outside. After descending a stone stairway, Borgiden was noticed missing, followed by the sound of collapsing tunnel up behind the party. Borgiden had tricked them and even left a note of apology for the deceit.

Forced to carry on, the PCs discovered mining rails, tools, hardware, and laborers' skeletal remains, all showing the age of centuries. The paladin Kenny discerned the presence of evil down a steep crevasse, where some creature fumbled at the wall, unable to scale its way up. Our heroes eventually left well enough alone, and begrudgingly chose to climb down a shallower opening to the north and west. Passing
through the most natural of cave, stalactites and stalagmites dominating the space, they found yet another mining tunnel, this one occupied by a skeleton sextuplet of several sizes and shapes.

A variety of abilities and tactics, including a magic stone, a jury-rigged flame arrow, a well-placed crowbar impact, and Oberman's surreptitious command of one larger undead, expedited the party's victory. A mysterious mist was seen weaving between the stalactites over their heads back the direction they came, but the party sought first to explore the immediate area. An old storage room provided nothing useful. The way ahead was blocked by a portcullis lowered from an opening in the ceiling, no method of opening it yet discovered.

Most curiously, at the back of a curved tunnel, some gruesome approximation of humanoid crouch hungrily behind the bars of a sturdy cage partially immersed in a pool of stagnant water. The creature spoke in both common and Gnome of a single-minded desire to feed. In an attempt to barter for information, Oberman sent his commanded skeleton to offer a hand, upon which the ghoul began grinding in its grisly teeth. Unfortunately, the undead creature lost all sense at the opportunity to eat something, even dusty old bones.

Glim, disturbed more than the others by this being, left the company to make a closer inspection of the aforementioned storage room. While crossing the larger cavern, Glim suddenly laid eyes upon a new creature from out of the darkness. It was there the we adjourned for another two weeks.

DEEPENING THE PLOT
In planning for the next encounters and events in this adventure, I had to remind myself to maintain some anticipation. No mystery works if you blab all the details or reveal entire situations at once. A little here, a little there, pieces of the puzzle should be given out in good time. Storytelling works when the audience, or participants in role playing, has a chance to figure out what might be going on. Why abandon a mine? Why be forced into a lair of undead? Why are some creatures free to roam and another imprisoned more securely? Questions should be left to ponder and possibly solve.

Adventure Log #006 - Lios Campaign: Parting is Such Sweet Succor

Aug 20 2008, 3:15 pm

Players' whimsy being what it is, I had no idea how long Heran Axeword would be needed, dynamically or rhetorically. His presence was that of the instigator, an NPC who would prod players into discovering their characters' personalities and toward the entire party's ostensible goals. Heran's purpose as an NPC was really only vaguely pre-defined, evolving with the pace of the story and the PCs' interactions.

In attendance: Terry, Karlene, Elise, Kelly, Kalan, and Colin (good gravy, the gangs' all here!)

In our last game night we continued on the trek away from the fun and intrigue of Tiller's Bay to the ever-taciturn dwarves and their home at Mt. Brekknor. Wait, did I just employ a cliche about dwarves? Heran so far had been the sole representative of the dwarves aside from the player character, Kenny. Kenny's player is not bound to the dictates of dwarven personality as I present them, so Kenny doesn't count.

Heran has been generally disliked by player and PC alike, I believe, expressing very delineated opinions of those around him, almost universally impatient and gruff. Again, this personality was gradually formulated to be a firebrand sounding board, allowing players to exercise their role playing skills. It worked, more or
less.

Heran almost took too much of a toll on one character, and failed to adequately engage another. I felt his presence was becoming less interesting and more unsuitable to enjoyable game play. I didn't decide this until after I had another NPC dwarf ready to introduce, incidentally a polar shift from Heran's brusque demeanor. An ale maker by the name of Mantlebrew joined the group and almost at once I saw that Heran could take a hike. The new guy gladly dispensed ale, for frakking sake!

The truth is, I always planned on Heran parting with the company, but lost sight of where and when that should be until the time came upon me nearly by surprise. No one spared a tear at his absence the following morning. No one mourned the loss of his insight or knowledge base. In fact, I needed a break from Heran, until his background and abilities make sense to reinstall.

Some Minor Statistical Analysis

Sep 8 2008, 9:48 am

Out of curiosity, I performed a little research on our peculiar hobby.

Of the 5 people I found in my facebook networks who list "D&D" as an
interest, 4 were "Christian," 3 of which were "Conservative."

Recognizing semantic differences, I found 4 other people who listed
"Dungeons & Dragons" as an interest. Only two of them listed a
religion: Agnostic and Kindness.

So, are publicly Christan facebookers more likely to veil their
activity in an acronym, while still wanting to put it out there? And
then, are a-religious types more forthcoming by spelling it in full,
provided they want anyone to know in the first place?

Incidentally, I only knew one of the people revealed in the search,
one of the 6 people I currently play with.

Variable Attendance: What To Do When Players are Absent

Jul 11 2008, 11:57 am

EXCUSES, EXCUSES
And you thought cancer spoiled all the fun. Wait until someone becomes cancer-free, yet another reason for visitors to come out of the wood work. The good thing is that one of the players in my group has, after her second go-around of treatment, been officially swept clean by the glory of radiation. No longer will the chemo schedule interrupt our game agenda. She found out the good news on Monday.

While she and her husband had then intended to join in the game Thursday night, they had some unexpected company in the form of her sister on Wednesday night. Coupled with pending visitors this weekend while still regrouping from the final doctor's visit revelation, they felt it prudent to bow out. Another player was compelled by her sense of decency and goodwill (such intrusive vices) to fill in for a coworker who had a "family thing," no doubt in the form of a "Happy Fun Ball" night (http://www.nbc.com/Saturday_Night_Live/video/play.shtml?mea=229058).

So, we were down to three players. Having had my own reasons for taking a couple weeks off (nasty bicycle spill), I held no ill will against the absentees. However, the game could not continue as planned. I simply did not want half the group to miss out on the next turn of events.

FIGHT SCENE
You can trudge forward with the missing players' characters running on automatic, but that is only reasonable out if you intended scenarios without any major decision-making on their parts. A fair alternative was to inject some inconsequential combat into the plot. You can make any reason to stage combat. Skirmishes can be entirely related to the storyline or unexpected random encounters. They can manifest by way of literary devices like the flashback or dream sequence (or wait, maybe those are sitcom devices). The point is, it's fantasy and anything can happen.

The downside here is the extra work involved, particularly if you feel the need to involve all present characters in the battle. This is achieved by the DM and/or players running multiple character sheets. If players are unfamiliar with different classes and abilities, or still new to the game in general, as one of my players is, this extra duty may slow the game play appreciably.

SIDESHOW ATTRACTIONS
We decided instead to put the campaign on hold in favor of a side quest. I had some pre-constructed characters in stat block form for the players to choose from. That data we migrated to full character sheets. I had them roll a dozen or so percentile numbers to generate some guidance from a random adventure chart and plugged it into an old adventure starter I culled from online years ago. Within a half hour's time, we had a new game on our hands.

With a few adjustments here and there, the new party of three 6th level elven adventurers were ready to investigate the mystery of sea vessels gone missing, disrupting vital trade with a coastal city. Expressing little interest in inviting outside forces to join their investigations, the local navy and militia representatives left our group including a monk, ranger, and fighter to follow its own leads. Over the course the evening they met with a pirate hide-out, an invisible sea hag, an underwater scuffle, and a very sleepy fighter.

Discovering new places and people is such an enjoyable part of role playing, I really didn't mind going a little off track this time. I also can't wait to get back to the feature presentation.

Fast Ones: An Exercise

Jun 25 2008, 6:53 pm

NPC A lives in Location A, a small acreage on the lee side of a forested hill. NPC A has fought for many years to keep hold of his land against the constant harassment of NPC B, who lives on top of the hill. NPC B is the wealthy and powerful lord who looks to claim all that he can see. NPC A feels his time is running out.

This might sound like a good set-up for action on the part of the players' valiant PCs. It may also serve as incentive for the lesser valiant to steal some glory or goods in the process of achieving ostensible justice. Like any good story, those following along enjoy a good twist. What can you do with this rather linear beginning to shake up the final stretch? I'll provide a couple scenarios for example and I challenge the rest of you to try your hand in response.

Scenario 001:
In predictable fashion, the PCs march up the hill and vanquish the "evil" NPC B and his minions. NPC A expresses eternal gratitude just before he is reunited with the object of power NPC B had stolen from him, though NPC B had been unable to use it. He offers the party the opportunity to serve him now that he has reclaimed his rightful place of power or be consumed by his wrath, or something to that effect. Oops; Both NPCs were "bad guys."

Scenario 002:
In predictable fashion, the PCs march up the hill, fighting their way to NPC B's main chambers, but NPC B turns out to be the 9-year-old boy heir, his father having died of a pox 2 years earlier. The boy is a brat who believes his destiny is to follow the ambitions of the father.

In both of these scenarios, the players not only have to rethink their next step (in lieu of the most typical loot, sell loot, buy cool stuff), they also might be less willing to charge into battle without all the facts firmly established ahead of time (and THEN they charge into battle). The flavor and scope of the scenarios might differ according to setting and difficulty level, but the goal remains to gauge the players' expectations in order to set them up before pulling a fast one on them and their characters, to the entertainment of all.

Gaming, Energy, and Timing

May 19 2008, 4:30 pm

Woe to the DM who plans a game night at the end of the semester, too
near the completion of finals for students, staff, and faculty to rest
and rejuvenate. It just happened that even those of us not involved
in classroom activities were not in top shape. As DM, I found it
incredibly difficult an imbalance to run a good game.

At minimum, two people need to feel prepared and enthusiastic for a
game session to play out satisfactorily. Preferably, one of those
people is the DM. However, the DM can still have the occasional off
night should his or her players be confident and inspired to play. At
our last game night, the seeds of imagination had gone dormant.
Our "stimulus packages" were still in the mail.

The players are not to blame. It's a DM's job to provide rousing and
entertaining material from which they can transcend their worldly
concerns and catch a fantastical breath. At least, that's the ideal
goal. I want my players to leave a game night happy with their
current progress and excited about the next installation's prospects.
So, after last time, I'm planning on making certain I'm well-rested
and that the evening doesn't coincide with such energy-sapping events
as finals immediately prior.

Adventure Log #005 - Lios Campaign

Jun 11 2008, 12:50 pm

"WILL Saille discover the kind of trouble behind the door of tussling sounds?

WILL Oberman be the one to teach her the "ins" and "outs" of said trouble?

WILL Trevor face the emotional barriers that keep her from Oberman's awaiting arms?

WILL Saille and Trevor find themselves covered in mud while skimpily clothed in a match to determine which of them shall become Oberman's love slave for life before realizing such a blessed position could be shared by them each on alternating nights of the week because Oberman likes a little variety in his life?

WILL I, Gelina Oberman, find the answers to these questions and more, next time... I hope?"

See what I did there?
Brian, DM


Jun 12 2008, 10:46 am

I had to have a little fun. (BTW, yes, it should be Gelinas, not Gelina - I skipped a keystroke)

In attendance: Terry, Karlene, Kelly, and Kalan

After finding herself whisked away to the city of Tiller's Bay, Saille found herself waiting for the message that her sensei told her would come. Something dark and terrible had run through the sky and just before it overtook her dojo, Zaroather threw them both into the lake and subsequently employed some kind of magic to teleport her away, and hopefully himself. As instructed in the brief moment before they departed, Saille waited.

Trevor, a vacationing human woman took notice of the apparent waif near the city park pavilion, as did a local band of halfling slavers. Saille was taken by surprise and dragged to a darkened nook of the sheltered plaza. Trevor moved to aid the younger girl and soon found herself in the midst of arrow, swordplay, magical fog, and a misdirected fireball. After fighting off most of the halflings, a strange party of people informed Saille that she was to go with them to see her teacher, traveling East to the dwarven homeland. Rather than stay to answer questions of the approaching guards, Trevor followed the group and the girl in which she had invested herself.

While staying at a local inn for the evening, they encountered a man, half-drowned by the look of him, rambling about a darkness and people who died but didn't really die. Heran brought him to a quiet room and coaxed what information he could from this crazed fisherman, who inferred that the only reason he still lived was that he fell under water while his companions nearby remained above water as the darkness
fell upon them. Heran then proceeded to divulge some insight to Saille, Yurik, and Kenny, of their roles in things to come. He stated that a change was coming, something to do with the aforementioned darkness in the lake country, and each was expected to contribute to the fight against it. Heran claimed he knew no more and sought only to fulfill the task set to him by his liege, King Dajnor, to bring the
three to Mount Brekknor. Unless any of them proved unforgivably disruptive to his goals, the companions of these three would be allowed to join them.

As it happened, strength in numbers worked to the party's advantage when Heran spotted a dozen halfings tracking them out of Tiller's Bay. He staged an ambush by sending half the party to neighboring ridge. When the halflings followed that group, those with Heran charged down in confrontation. While still outnumbered 2 to 1, Heran managed to intimidate the adversaries into retreating, before Saille
managed to take the head off the individual she recognized as one of her assailants back in town. Indeed, this band of outlaws had come after them with intended retribution for their fallen members and hopefully to reclaim the prized young girl. Unchecked emotion ultimately led to underestimation and a wasted effort.


Jun 12 2008, 2:04 pm

Behind the Screen

As remarkable as it sounds, I came up with more story in the 15 minutes before this last game session than I had conceived of for the previous fortnight. Virtually none of that newly created content appeared during the session, but it allowed me to guide the game with more confidence and plausibility than I would otherwise have managed. The reality of a world in the DM's mind is so vital to convincing storytelling. It's like presenting a good argument: If you don't know the facts and the perceptions you're likely to encounter, you will be trounced by the opposition. In the case of role-play gaming, the assembled forces are more collaborative than competitive. But while players have a vested interest in suspending disbelief for a fantastical setting, the DM still has to "trick" the players into accepting the scenarios their characters are confronted with.

"Driver Charlie Mourned"

Apr 25 2008, 11:16 am

Plazene, Kingdom of Balton

Local woodsman Davim Waxbone journeyed into town yesterday morning with ill tidings. Local carriage driver for Oberman family, Charles Rodskjort, interrupted Waxbone's hunting in the eastern hills when the Rodskjort's left arm came suddenly out of the treetops to strike the earth just between Waxbone and his intended prey, a dire boar the hunter had been stalking for several hours. Of the incident, Waxbone replied "Yeah, of all the damned luck. That beastie woulda made some length of jerky, he was a big one. Course, when I saw what had scared him off, I thought the day weren't all wasted. Somebody might be looking for that arm, maybe even with a reward. Figures I trek all the way back inta town and it's only some gold pieceless servant! Ah well, his wife'll be needin' a new man to step in soon as she stops her sobbin'. Maybe there's something coming for me yet." The arm, though mangled and dirty, was identifiable from the garment remains and a brass ring bearing a Oberman seal of servitude.

Watch the Skies
Charles was last seen taking the carriage with Lord Oberman's son Gelinas and another, unidentified occupant toward the eastbound trail to the Midway. Two mounted individuals, a gnome and a dwarf, accompanied the vehicle. While it has not yet been confirmed, Waxbone asserts Rodskjort's grizzly end was the work of an adult arrowhawk which he claims started prowling the hills in the past month. "Oh,
I've seen them big birds closer to the mountains south of here," Waxbone said. "I'm guessing this one's some kind of outcast, maybe they run out of territory and he's got nowhere else to be. They like the big goats up on the rocks, see. Here he'll have to settle for some smaller beasts, like old Charlie, heh, heh!"

Last Rights
When Mrs. Rodskjort learned her husband's fate, the news was nearly too much, though she was interested in learning that her family had a last name. "Well, [sob] you see, we folk of lesser importance [sob] don't really need to be distinguished with full names, Master Gelinas always says [hyperventilates slightly]. Why, up until I met dear [sob] Charles, I was just 'the inn cook's daughter.' When we were married [pout], I was blessed with the title of 'driver's wife,' as well." A benefit of serving noble families is the polite practice of
issuing full names to those who die violently while in service or when wandering adventures graciously take the time to inquire of their backgrounds. In the latter case, servants of some families may receive subsequent lashings for setting a precedent of issuing unauthorized personal information. Mr. Rodskjort's arm will be buried tomorrow in the town cemetery.

Uncertain Fates
The whereabouts of Gelinas Oberman and the other three travelers remains unknown. Riders were sent today to investigate, but are not expected to return soon, given the slow going incurred by avoiding open ground.

Adventure Log #004 - Lios Campaign

Apr 11 2008, 3:22 pm

In attendance:
Colin ... Yurick
Elise ... Glim
Kalan ... Oberman
Kelly ... Kenny
(Me ... Heran, the current dwarf protagonist, Tessae, and all the other NPCs)

Oberman had seldom been so insulted.

Dismissed. By a some lowly dwarf! After failing to discover an alternate entry to gain his rightful inclusion in whatever business is playing out behind the Gravelace manor walls, Oberman decided to be more direct. He smartly rapped on the front door and bade Yurick, who answered, allow him inside for a moment to search for a missing pair of spectacles in his most sincerest-sounding delivery.

Successfully planting the notion that he had heard every detail of the intended clandestine conversation, Oberman made his appeal to the incidental director of affairs, this menial dwarf Heran. Uncertain what details this pompous human might have discerned, Heran approved his inclusion into the party, if only to ascertain what threat or use he might prove to be. This specious excuse for a man would be easily disposed of, if necessary.

Oberman might have been less insistent that he be included had he heard the ambiguity of Heran's proposition. The dwarf merely stated that King Dajnor of Mt. Brekknor required Yurik's assistance in an undisclosed matter, accompanied by Kenny and Glim who were going there anyway. Heran elaborated no further than to infer something about Yurik's position now that his uncle was dead. He expected to meet the foursome of Kenny, Yurik, Glim, and Gelinas Oberman in three days at the outset of the Midway, an open plain east of Plazene. From there, they would, ostensibly, travel to the dwarven stronghold.

With a final whispered comment to Kenny, the elder dwarf exited the premises.

Gelinas, still wondering inwardly after the secrets of the household, wondered aloud if his misplaced spectacles might be on the second floor. Yurik guided the nobleman up the stairs to the wash room, to placate the man's dubious suggestion. When a clatter arose behind a door down the hall, Gelinas, rushed to inspect. The others crowded up from below. Tessae led them back to the dining area while Yurik
unlocked and disabled the trapped door away from prying eyes. Curiously, nothing was out of place. Only Glim's cat caught sight of room as Yurik secured it once again. There were secrets through that room that neither Tessae or Yurik had yet to grasp. Perhaps phantom noises were related.

Oberman, of course, had his own secrets, which failed to get him into the room in question this time around.

Disappointed, Gelinas took his leave to prepare for the journey and study up on the Midway. Kenny followed the parting instructions of Heran to retrieve a note at the inn. While Tessae and Yurik were privately discussing the odd turn of events, Glim Knackle took his opportunity to investigate. With a simple spell to illuminate
anything of magical property, the gnome discovered first a trap on the stairwell window. Then, peering through a keyhole into the middle room of the upper hall, Glim could see two areas of arcane aura. Moments later, Yurik called for the absent house guests and met Glim on the stairs. The gnome disclosed to the sibling hosts that he had the ability to see magic and offered to reveal his findings.

They found three items, including a Cloak of Charisma +4 and a Heward's Handy Haversack identified the following morning. Glim exhausted her third and final spell of identification for the day on a scabbard of keen edges Kenny retrieved with the note from the inn. Though its more esoteric properties would have to be uncovered another time, the third item, a book entitled "For the Quick of Hand and
Body," contained a good deal of practical instruction Yurik realized while indulging in his ability to read the halfling script.

Once Lord Oberman finally arrived, the party loaded up for the two-day journey east. Gelinas offered the service of his carriage, which Glim and Kenny declined, their own steeds they would conjure out of sight. Seeing a perfect opportunity to advance his appraisal of Lord Oberman, and being without even the cow he rode in on, Yurik accepted the generous gift of transportation. What words might pass between the two aristocrats, one of lifelong privilege, the other completely
unaccustomed to the class? What task or request will the dwarf king ask of Yurik. Will "Lord" Oberman still be around to witness?

Mon, 14 Apr 2008, 7:54 pm

"Glim exhausted (his) third and final spell." I do this during game time, too, misplacing the gender of a character with the gender of the player. It's a good thing we don't have any transsexuals in the player group and/or PC party because I might just have a conniption of clarifications. Even DMs are human, so, forgive me such errors of context.

Mr. Speaker, you're more than just wires, magnets, and diaphragms to me...

Apr 10 2008, 11:20 am

I'm listening to this serendipitous podcast from Fear the Boot, its content relating very closely to my current dungeon mastering contemplations. Especially before the 25 min. mark, the guys are discussing how to get an adventure going. The issues they cover that were coincidentally in play at last night's game session were: having a strong NPC to help engage new players or players with new characters they're not certain how to conduct; starting an adventure by addressing your more enthusiastic players to set an example of play before giving the spotlight to the quieter or less experienced players; presenting an initially mundane setting without any immediate challenges so as to build toward a more exciting contrast of events; giving players a sense of background and purpose so they feel less confused about their role in the story.

It's the kind of discussion I found myself inadvertently wanting to respond to, out loud, as if these people were sitting next to me in my office. Is this what it's like for a sports nut to talk to the players on TV? Maybe so. You can test your own ability not to communicate with digital audio files here:

Episode 97 - designing races http://media.libsyn.com/media/feartheboot/feartheboot_0097.mp3

Adventure Log #002 - Domhanuirlios Campaign (trial scenario)

Mar 25 2008, 10:22 am

Thursday March 21: The fore of a key Christian holiday, the back room of a Christian center on campus, and the execution of a purportedly un-Christian activity. Let the dice roll. In attendance were Kalan, Kelly, Colin and myself. Kalan, who showed just how good a gamer she is, had pages of character planning at hand in her notebook, ready for easy reference. Kelly initiated his inaugural exposure to the rules and roles of Dungeons and Dragons, with apt performance. And Colin persevered under threat of exhaustion with more than ample creative conduct. We tied up the loose ends of character creation and managed a solid dress rehearsal of fantasy role-play and combat.

Kalan rolled some percentages for me to plug into my random adventure tables (some results in CAPITALS) and we got a decent scenario off the cuff. The proper aristocrat sorcerer and his ad hoc traveling companion, i.e. NPC MERCHANT, met a MYSTERY WOMAN while ON THE ROAD between two communities. She besought them to help her get her son back from some men of indeterminable purpose. They proceeded, warily, to the indicated abandoned tower where a SERIES OF VILLAINS launched their attack. The evil monk, the hired ranger, and the indentured commoner who fit the role of victim to lure the travelers into confrontation.

Luckily for the ambushed duo, a rogue bodyguard hired by the nobleman's father decided to make good on his employment by engaging in the battle, as did a righteous paladin moving down the roadway. With the incoming combatants, the monk opted to call in his own reinforcements by summoning a bearded devil of his cult's devotion. This newcomer appeared in blast of dust, heat, and the odor of sulfur right next to the looming paladin, and only moments before the rogue appeared from the back of the tower.

After a procession of nasty wounds and inflictions, among the perpetrators were one gutless devil, a broken-jawed monk, and a trapped crossbow-wielding ranger who had not signed on for this kind of grief. The hour growing late, we ended the night with the aristocrat in negative hit point territory after a series of missteps in the crumbling tower, the meat shield and sneaky man at a fraction of their full health, but victory a certainty.

I'd like to thank the participants for a successful discernment of sword and sorcery. Until next time, keep your nerd on.

Adventure Log #003 - Domhanuirlios (Lios) Campaign

Apr 2 2008, 12:03 am

In attendance:
Kelly ... Kenny
Elise ... Glim
Colin ... Yurick
Kalan ... Oberman
(Me ... Tessae and all the other NPCs)

Dwarven Paladin Kenny Kronos made preparations to return to Mt. Brekknor, his schooling wrapped up early in order to pay final respects to the man that was his patron and adviser while residing in these lands far from home. Kenny knew few details, but his liege, King Dajnor Axeword, held an obvious trust in and respect for the human Denton Gravelace. Kenny believed the acquaintance with this man must have occurred before his time, for, as far as anyone could tell, the Dwarf king never left his mountain fortress and humans seldom gained entry.

In any case, Mr. Gravelace had been gracious and kind, and deserved proper respect upon his recent death.

Accompanying Kenny was the Gnome wizard, Glim, a fellow student who persuaded the dwarf after expressing great interest in visiting the mountainous regions far east and north. Along their sea voyage to the port at Baltonhead, Glim made a brief stop at the coast city of Paafrise to inform his own people of the journey he intended.

Aware of the restrictions on magic use in the kingdom of Balton, both men waited until they were well out of the city before summoning their mounts. Though the Paladin considered his steed less a magical conjuration and more a respectable creature of divine origin, he didn't know to what extent the Baltonians held up their law and acted with prudence.

The two travelers arrived finally on the outskirts of the kingdom at the village of Plazene, a collection of country estates belonging to the wealthier families of Baltonhead. Here, they met the new owners of the Gravelace estate, siblings Tessae and Yurick Cain, the grandchildren of Denton's brother Charvest and only living heirs. Dwarf and Gnome were followed into the estate by a neighbor, Lord Oberman, who seemed to have invited himself along, but that point remains ambiguous.

After an evening meal, followed by a generous campaign of wine and spirits, and a tour of the Oberman grounds the next morning, they returned to the Gravelace estate to see another dwarf sitting near the front door, casually smoking a pipe. First addressing Kenny, who recognized the newcomer, and then the others, he insisted on speaking to them inside about a serious matter. Each of the five but Oberman, anyway.

Who is this dwarf? What business could he have here? Whatever will Oberman wear when he most assuredly attempts to spy on this secretive meeting? These answers and more questions in the next installment!

New Adventure, New Approach

May 4 2006, 10:01 am

Several odd pieces of paper sit in my backpack, tucked between rulebook pages, atop bookshelves, and unsorted among various gaming materials. They contain the fodder for the adventures I'm soon to host. Maps, NPCs, plotlines, and the odd detritus of fantasy that I committed to text have all been bleeding together to constitute this summer's gaming sessions. Only the fear of revision can hold me back from proficiently utilizing these things.

I could easily have taken old plans for an encounter of ancient Egyptian flavor and said it was incompatible with the current game world. That would have been a mistake. A campaign's subtext should never be exclusionary to anomalies when they can invite such intriguing circumstances. People and objects out of place and time are the bread and butter of fantasy adventure. Creating a homogenous landscape with routine creatures and events quickly loses the attention and interest of players (unless they're level hungry munchkins, perhaps). I'm sure most of us have run into that pitfall.

As DMs, we can't be afraid to impart some incongruence every now and then. Players love being caught off guard, so long as a rational behind the situation becomes unveiled in due course. This is where forward thinking becomes so useful. Can anyone argue that it wasn't brilliant to show Ben Kenobi's hesitation when Luke asked about his father, even though the crux of that discussion wouldn't be revealed until the second movie? Staging information, often incidental, in one segment of the adventure that illuminate a later segment is a regular and effective component of good storytelling.

It's a difficult task, finding ways to make your players' synapses fire on cue and ensuring the enjoyment of their gaming experience. Sometimes you have to beg, borrow, and steal to offer consistent entertainment. I find more and more, it is through humility and dedication that a DM succeeds and prospers behind the screen. Here's to keeping your ears open and your imagination on. Rant off.