Showing posts with label DwarvenForge. Show all posts
Showing posts with label DwarvenForge. Show all posts

Sunday, January 12, 2020

A little D&D over new years

At the end of the year we get together with some of my oldest dearest friends from back in the day. As usual, this resulted in a little bit of D&D. A total of 23 hours of D&D 5th Ed across 3 days. For most of that we had DM + 5 players, and for the last day of it there 7 players. It was a lot of fun.

As you may recall from my posts about gaming with this group a year ago, the PCs had rolled into a town called Whitspur and immediately found that something was terribly wrong there.

The landmark ancient tower that used to reach toward the heavens had been torn apart, leaving a tunnel in the middle of town. The local Duke had cordoned it off, and sent teams to explore the depths. Those teams came back with mysterious cuts of meat, which the Duke started selling at his Inn. Everyone who'd tried it raved about the delicious new food, and soon thereafter most of the town was physically addicted to the delicious rewards of the dungeon.

So my players dove straight in. I'd kind of intended there to be more investigative stuff going on in town, but they hopped a fence, burst into the dungeon, and disrupted the Duke's subterranean butcher-shop. Good for them.

In the process, they kind of got themselves stuck in the Dungeon. The Duke's men hadn't got a good look at them, but knew that some group had raided, killed a few of his guards in the process, and were well on their way to exposing and/or ending the unsavory bargain that the Duke had made with the intention of feeding his people. We left off a year ago, with them in the thick of things, and me having to keep very good records of what Dwarven Forge terrain pieces were laid out so I could rebuild a year later should they decide to backtrack. They'd explored a bit of dungeon, had their escape route cut off by the local guards, and discovered that the mystery meat was ghoul meat. There was a temple down in the dungeon, and the Duke was making some sort of regular sacrifice to it, which provided him with a ready supply of magically-produced ghouls.

I'd had a bunch of stuff prepped up in town that would have allowed them to discover the heart-breaking tale of the Duke's fall from grace. How he'd been hearing rumors of a big warlord and army coming from the West, and decided to tear open the old ruins in search of a weapon against the inevitable siege. What he found inside was an endless supply of ghouls, which, being a good and noble ruler, he wasn't about to unleash even on the worst enemy. However, it would at least solve the problems of the recent crop blight and inevitable food shortages that would come with a siege. Infinite meat might not be a superweapon, but it was a way to provision regardless of what happened outside it's walls. Who knew filet-of-ghoul was addictive, and his whole city would end up junkies and gluttons? I had this great back story worked out, difficult choices to be made, nuanced villains who certainly didn't think of themselves as villainous in the least (the Duke had a couple levels of Paladin under his belt)... I was really proud of myself. It was as if some great ancient evil had built this dungeon in anticipation of this exact turn of events. Those prophetic demony types are real good planners.

Then my players took the left turn at Albuquerque and dove straight into combat and a line of actions that seemed to make all my nuance not matter in the slightest. It was a fine pickle they'd gotten themselves into. But that's gaming. The script is not set, players have agency, and you can never be sure what direction things are going to go. You don't want all that prep to go to waste, but you can't force it on the players. It has to feel organic. Players absolutely have to have the power to go where you weren't expecting, or to decide that a given plotline just isn't for them. My players are especially good at going where I didn't expect, but I don't want to discourage them at all. I had a year to come up with a new story, or a way to make the original idea more appealing or accessible.

Thankfully, one of the players said his new girlfriend would like to join us this year. Her arrival gave me a way to still get them at least the most critical parts of the exposition that they'd missed by jumping straight down the hole. Better yet, it could be delivered by a PC instead of hoping they'd take some loose-lipped NPC prisoner, or gambling they might return to the surface and start following all my carefully constructed trail of clues.

When we left off a year ago, they didn't know what was in the next room of the dungeon, but they knew it was a room the Duke's men had already explored and used. So at the start of this year's mega-session, they found the new PC chained up in that room. I gave her a bare-bones one-page synopsis of things she'd found out about the Duke in her previous adventure that had ended with her locked in his dungeon. It wasn't the full mystery, really just a couple "gimme" clues they'd missed, because I didn't want to overwhelm the new player with too much detail. Turns out it was just enough to get the whole group talking and thinking about what was really going on here beyond just some monsters in a hole in the ground. This started the ball rolling. The PCs did a little more clue-collecting in the dungeon, found a hidden exit and got to see the blight on the countryside first hand, and then chased after more clues back in town. There was a long interview with a burned-out old Wizard who was a friend of the Duke's family. Some more clues at the edge of town, and later at a murder scene. A clandestine meeting with the Duke's right-hand-man by PCs wearing disguises. 23 hours worth of stuff. Long story short, this gave them enough of a goal and purpose that they even managed to extract a confession from the Duke before it was all over.

It was pretty great.

I should also mention that this group I get to game with in Portland is collectively just so much fun. Everybody leans hard into the role-playing, but also makes sure to leave room for fun and humor. We've got a crazy priestess of a heretical cult who recites randomly-generated platitudes like a walking fortune cookie; a conniving charlatan master-of-disguise that loves turning the tables on NPCs; an exceptionally short human fighter who gets real sensitive because everyone's always confusing him for a dwarf; and a cowbell-playing minotaur bard who cracked us all up with his "jazz hooves". The three new PCs (a dwarf paladin, and elvish druid and rogue) aren't quite as outrageous as those, but they were clearly defined and deeply played characters. They dove right into the deep end, and started swimming like pro's. Everyone was lively and remarkably focused... except for the moment when a character talked about the metaphysical taint on the Duke and everyone just lost it laughing for 5 very juvenile minutes. Tons of fun. Miss it already. December can't get here soon enough.


Tuesday, January 22, 2019

Exit Through Reprisal's Mouth

For X-mas, my girlfriend got me this cool little notebook called a Rocketbook. It uses a special erasable pen, and comes with an App. The App makes it easy to use your phone to Scan in whatever you draw on the page, and it runs Optical Character Recognition to scan all your writing into text. Then it automatically shoots that over to whatever inbox or dropbox or data cloud service you prefer. It's fast and easy, and totally should have resulted in me posting a bunch of stuff about my D&D games here the day I got back from the trip. Should have, but I procrastinate quite well.

The photo to the left is the scan of one dungeon map. I brought my Dwarven Forge stuff, so in play this map was a tactile 3-D thing that I built on the table as they explored. It was pretty cool. I had never before tried taking Dwarven Forge on the road, but in practice it was less of a hardship or hassle than I had imagined it would be to haul this stuff down to Portland.

The OCR function got most, but not all of my words:

##New Years Map 2018-19 ## Exit through Reprisal's Mouth? Blood Recepticals Blood stocks Iron Maiden B Box Barricade Portculis Butcher shop Log for Bridge DC 12 to cross 3 feet of water at the bottom of a 12 fost pit Stairs Down from Whitspur mu Rubble/cave-in all Digging 

For future reference, it seemed to capture words written horizontally, or sloping downward at 45 degrees. Words sloping upwards to the right did not scan.

Whitspur is the town that is mostly addicted to undead meals.  (Described in my previous post from a few days ago.) The blood recipticals are part of the mechanism that turns a little bit of blood into a full undead ghoul. Parts of the dungeon is an ancient temple of Orcus, and other parts are a ill-considered butcher shop set-up by the chef of the Inn upstairs. It's a long story.

Reprisal was this evil little Quasit that the PCs had defeated the previous time I ran D&D in Portland many months before. He was the demon-familiar of an NPC Sorceress, who used him for reconnaissance and to lead her kobold minions. The PCs murdered him half a dozen times, but due to ways of demons and familiars, the Sorceress could manifest him anew with a 15-minute ritual every day. No matter how often they killed him, she would send him out again to be her eyes, ears, and mouth. The PCs really responded to this, and tried to fool, manipulate or bargain with Reprisal several times, and then killed him again whenever his presence was inconvenient. When they solved the dilemma and completed the mission, the PCs thought for sure they'd never see Reprisal again.

So this session, when they arrived at the Inn they'd been traveling to, Reprisal was waiting for them. That was not good. After a bit of banter, they determined that he was no longer working for the old villainess, and was now a free agent roaming the countryside. Rather than murdering him some more and testing whether or not he could still reform infinitely, they decided to point him in the direction of someone else they thought could use some annoying. I think they were a little surprised and lot pleased when this worked and he took off to hassle some sad-sack NPCs  they'd left behind down the road a ways. Better them than us.

Not that you asked for it, but here's a little more detail on that: The NPCs were a group of incompetent orcish merchant-bandits that the PCs had scattered to the winds but been unable or unwilling to hunt down and destroy to the last. So it was feasible that Reprisal would harry them into a more permanent defeat or frustration that would make the Orcs stay away. Worst case scenario, if he joined forces with them, it was basically just combining two negligible minor threats, that might rolled together be a single speed-bump added to the adventure. This seemed mostly harmless at the time.

And then, roughly 48 hours and 2 marathon D&D sessions later, they're exploring this subterranean temple of Orcus, and they see this giant archway in the shape of a green demonic head. If you're familiar with some of the oldest Dwarven Forge sets, you may know the piece I used. I tell them it's the spitting image of Reprisal the Quasit, just blown up to epic proportions. This is in the room with the magical mechanisms that summon an infinite army of undead if you know the right ritual.  I tell them there's lots of Abyssal runes carved into the walls, and as they read them, it talks about how the army can be summoned up, belched forth from the mighty jowls of Orcus, before his triumphant return to conquer the world.

So now the players are left with a troubling mystery. Is it just that all Quasits are formed as miniature versions of the Great Demon Lord they serve? If so, that's nothing to worry about - there's just a minor link between Reprisal and their current Dungeon by way of Alignment. But there's a chance, at least a small one, that maybe this annoying little Demon they've been playing Cat-and-also-Cat with for the past few sessions is actually some sort of Avatar of a pretty serious big-bad with outsized ambitions. Maybe sending him to the local Orcs wasn't such a great idea after all. They all started debating what their next move needed to be.

And then, because I'm a dirty GM, I chose that moment to crank up the pressure. The City Guard unit that was tracking the PCs (it's a long story, but hinted at in that post I linked to earlier) started clumsily probing the dungeon and setting up an ambush. Not wanting to be identified and captured or exiled, the PCs felt they had best flee deeper into the dungeon, by walking through the Mouth of Reprisal.