Thursday, August 27, 2009

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.

1 comment:

  1. Jun 12 2008, 3:38 pm
    From: Lady Lazarus

    You know, I kinda thought making Karlene cry would be a BAD THING... but i quite enjoyed it. I'm just sadistic like that, I guess. I'll
    have to try that again. *evil laughter* Lets see how outrageously out of his element we can get poor Lord O.

    ReplyDelete