Category: Playing D&D

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  • Session 16: Into a dread temple

    Session 16: Into a dread temple

    Hiding in the abandoned bog city of Sheljar The Five found an home. The once thriving inn is a rare building within the fogs that is in a decent state of repair. As Behn and Ixnyx scouted the city square the others remained on their new tiny island.

    IMG_20151202_183816186
    Inn by Stephen Joy https://twitter.com/mstephenjoy

    This section took places away from table

    • Aamar and Bernie rid the store room of a swarm of rats. They also found two vials of the Everflow. Both were from prior to Bishop Ollium’s reign.
    • Samul repaired or built systems that could bar the doors and shutter the windows.
    • Saffron and Barkley scouted the east side and the docks, noticing an island across the faster flowing water.
    • Maurice and Edgar headed out the western trail following it through the garden. Mo found two wheels for the dog-cart and down near the orchard a land broken by pockmarks.

    We return to table play.

    When the gobkon and Sorcerer return from their trip they are short the mulkon. They speak of an encounter with some dire beast that trips creatures and tosses them into its gaping maw. It is also the source of the Stench of Sheljar. The two do not know if there are more of this bog kraken.

    Wounded and needing to heal, Mo recognizes the description of the holes from those whipping tentacles and leads the group down to where he scouted. But on the way along the eastern path Barkley barks at the river. Then Mitzie joins in as well. Floating down in the chill water, at night is some kind of man. A large heron is circling above. That bond clearly still active.

    The two dogs jump into the water on command. Their attempts to drag the man to shore fail, but they do slow him down. Aamar sprints ahead and uses his thorn whip to pull the poor soul to shore. That action and the dogs get the man into the dock area.

    Aamar uses a full vial of the Everflow to help the hapless soldier of Kirtin. Saffron having recognized the insignia on the light infantryman. Later, she escorts him back to the inn. Ixnyx had already turned one table into a work bench. She was working on some promised alarm system for the bridges. So Saffron took Ajhenas to one of the bedrooms to heal. They also discussed Kirtin, his presence in Sheljar and a certain volcano.

    Mo leads Behn, Samul and Aamar down to the pockmarked land. It is immediately familiar to the Sorcerer of Gate. He again speaks to how he won that previous encounter, with Ixnyx and the mulkon doing a bit themselves.

    A watch is established when the return. Ixnyx, Behn and the new arrival Ajhenas allowed to heal.

    In the morning Ixnyx declares that she needs to install those alarms, and even has a messenger flitter ready for Saffron. This small device will return to a single location with a short message. That location is the fireplace mantel in the inn.

    Saffron suggests the group head through the thicker fogs to the east. She wants to avoid that dangerous beast, maybe finding a new path to the city square. It takes two trips in the rowboat to get everyone across. They explore an island market, mostly failed and decaying. The fog is so thick they cannot see too far, but both the Rogue and Behn see Samul pocket a bar of silver.

    Heading to the northeast edge of the island there is a huge dockyard. No boats are left, but this is a place where great ships came to Sheljar. There is also a bridge that rapidly rises from the land, heading towards the city square. It ends in an abrupt slice through the stone. On the edge of vision they see the other part of the partitioned bridge.

    Saffron and Aamar want to take the rowboat across. Samul and Mo think there is a way between the Barbarian’s great strength and the Rogue’s quick feet they can build a bridge. Behn points out that their dogs couldn’t cross such a rope-bridge. Ajhenas is stuck chuckling as this group that has just accepted him argues.

    Done with words the Bard and Cleric of Quar head back to the row boat. Samul is offering to tie a rope to Maurice and just throw him across the gap. But then little Mo sprints up the bridge leaps the gap. The tiny halfling from Ooshar tumbles to his feet with a little flourish. Then he ties off the rope. Samul comes across the rope bridge while Behn rides Mitzie to let the fans of more traditional transportation know what happened.

    Now on the island square Behn “leads.” He isn’t in front of the group, but he is describing the things they see. Across the square is the Temple. The group decides to edge around it, but to the right of the open doors is a cemetery. The grounds and graves broken open. The group avoids that and instead goes straight to the steps.

    Two gargoyles swoop upon them. Aamar and Samul do most of the work to take them out. All aided them, but the two were the primary targets of the living stone. A bit shaken, a bit weary the pit fighter enters the vestibule through the open doors. Between the nave and vestibule is another set of doors.

    A bit naive the Mehmd native flings the doors open and the ceiling gives way. Behn, Mitzie, Aamar, Bernie and Samul survive the crush of stone and wood. Little Boo, Samul’s lizard, is smashed. Aamar’s spells cannot help the little bearded dragon, but they do heal Mitzie and Bernie.

    Now, the group proceeds with caution. Mo checks the door. He looks into the nave, and it is occupied, but nothing is moving. There are no more traps, just 16 skeletal heads staring towards the altar.

    They enter. Mo again looks for traps in the nave. He finds none, though there are two doors on either side of the altar behind the lectern. As the group fans out none of the skeletons react. There are five more smaller ones, that look like the face of Ixnyx. The larger ones a mix of human and those hobkon that captured their ally.

    Frightened that the undead could rise at any moment in a Obscon temple guarded by traps The Five ponder their next move.

  • Sessions 12-15: Rescue and Escape

    Sessions 12-15: Rescue and Escape

    Updating progress for The Five has been difficult for a bit. This shall sum up their activities over the last four sessions. Mansaray is still somewhere in the Western Wildes as his falcon is stays close to Aamar. Shonie stayed in Telse and works to provide some information to her companions via messenger pigeon to the caravansary.

    Saffron and Aamar arrived at the caravansary on the scheduled date. Maurice stayed in Fort Ooshar a day longer and discovered that his father’s old friend Willan’s children are part of local gang of thieves that have been ordered to follow him. At last check Willan may, or may not, be in Qin along the Southern River. Mo then slips out of Ooshar and catches up to his companions.

    Gully through mountainsAt the caravansary The Five (Aamar, Behn, Maurice, Saffron, Samul) head off to Sheljar, and the supposed safety from harm that a place that is either haunted or cursed offers. Along the way there they happen upon a broken repeating crossbow the size of a siege weapon and some marks of a scuffle. This reminds Behn and Samul of their previous conflict so the group heads down the gully.

    Working along the path the group finds that it runs up a gully. As they walk this gully the find tracks of a subject that was drug back along the “path.” As they head down they are ambushed by two more giant, tusked humanoids with those immense crossbows. Those two slow the group, but are not a significant threat.

    Continuing up the path they notice an encampment with two defensive positions, a few tents, a cave at the far end, a giant thing tied to a stake and a tiny mouthed halfing inside a cage. This is now a rescue operation. The group hates slavers. It doesn’t matter that these are not Kin being kept.

    Through a combination of flanking, frontal assault and luck The Five manage to stay alive despite large numbers of opponents. There are three different sizes and two genders they fight. A few run back to the cave and block the entry, leaving the two captives to The Five.

    Ixnyx is a goblin. She was held in the cage and works as the translator for herself and the mulkon. Both agree to work with The Five in the near term, as they are now free due to their help. Though a few of the rebel goblins remain unadressed, Isnyx agrees that hiding within Sheljar will prevent other powers from following The Five, because no one would be insane enough to enter this cursed city.

    Everyone returns to the caravansary for a brief reloading of consumables, and they head back out on the path to Sheljar. Now seven strong (3 halfings, 2 humans, 1 gobkon, 1 mulkon) with several animal companions they enter the deep fogs that have surrounded the former empire. There is no stench, but there is this thick fog and apprehension.

    As they descend toward the bog-city the fogs get thicker, the definition between river and decaying city disappears. But there is a clear entry from the Sheljar Road into the city proper. It is a wide and kept bridge. The span crosses a formal moat of brackish water.

    Samul and the mulkon lead the way. The mulkon makes Samul look small. Samul is well over six feet and has a pit fighter’s muscles. A few dozen feet onto the bridge two helmed horrors with their reddish eyes trapped inside a blackened armor that screams death fly into their path. It takes some time, with Ixnyx and Maurice jumping into the water to hide, getting off shots, some of Ixnyx bolts are on fire.

    After the horrors are defeated the group knows they will need a sanctuary to establish as a home while in Sheljar. These kinds of creatures, plus the two goblins talking about undead walking at night and a mysterious stench that swallows the Kon, mean fear rules. But, Ixnyx knows there is a square where the airxips landed. It has a library and a temple. They are well defended, but could contain either the power that rules Sheljar (Xelgar) or a Lorebook.

    Moseley Bog and Joy's Wood Local Nature Reserve - Coldbath Brook by Elliott Brown at https://flic.kr/p/dCZmcC
    Moseley Bog and Joy’s Wood Local Nature Reserve – Coldbath Brook by Elliott Brown at https://flic.kr/p/dCZmcC

    They all head off to the northeast. It is a wandering path through dry land, some fords, some bridges, some walkways. Everything is in disrepair. The stone bridges can hardly hold the mulkon. The fords mean walking through a water where bones rest at night. These bones are of Kin, of Kon, of beasts.

    Death is everywhere. They continue walking until there is a stench along another bridge to the northeast, where Ixnyx says his expeditionary flight landed, and later fled. But that stench is a cue. If they continue along that path someone, probably everyone, will die.

    The next most direct route is a wooden bridge to the north, except that odor is there as well. As a group they’ll need to find a longer route to the city center. Down to the southwest they find a rickety bridge leading to away from the stench. They cannot see the land where it ends due to the fog, but it is the only path that does not include death. They take it.

    After a walk through the deep fog, and a few broken planks, The Five arrive at a place that used to be an inn. It has has a small dock off the common room, place for a animal companions, a storage room that currently hosts a family of rats, but has a decent roof to use as a lookout. Plus there aren’t any piles of bones or old cemeteries on this patch of land. It’s old orchard and garden is currently feral, but may have some food that they can use.

    Samul declares this the capital of his kingdom, which brings some surprisingly good humor to the group. They start to create defensive positions. Behn volunteers himself and the two goblins to head out on a scouting mission along the only other bridge. They do take the rowboat, but follow that bridge.

    On deadline, hoping to return to the soon-to-be sanctuary prior to sunset they find their way to the city center, which is a triangular space where most of Ixnyx flight landed. The open square fit the main ship and two of the tenders. Another landed off to the northwest. Three buildings flank the area – a library, a temple and a government office. Ixnyx lets Behn know that expedition never got past the entries of the library or temple due to the amount of skeletons and zombies there. They did clear the office of government before the fleet fled the volcano.

    Behn targets the temple for their first visit. They have about an hour before they must return to safety, they hope it is safety. Ixnyx has the mulkon picking up some of the remains of Ixkon’s fleet’s visit. She thinks they can build a couple messenger devices, as well as convert more crossbows to the repeating style she thinks is standard.

    As Behn and Ixnyx approach the temple two gargoyles swoop down attempting to prevent entry. It’s a tough contest, but with the advice from Ixnyx Behn is able to fight well. A few well placed spells and the fiery bolts from Ixnyx’ crossbow take down the animated statuaries.

    The excitement of victory doesn’t last long.

    Shortly after the gargoyles are destroyed the mulkon comes running “the stench is coming.”

    A small tendril of thing shoots out of the ground whips at the mulkon’s legs, tripping the large fighter. A gaping maw shoots up from the ground a few dozen feet away from Ixnyx and Behn. Small tendrils reaching to the sky. Two larger ones flank the many-toothed mouth slapping the ground nearby with a thwack-thwack beat.

    Ixnyx fires a fire-bolt at its mouth-body. Behn leaps on Mitzie to ride the dog, hoping that rapid movement will keep the two safe, or at least together. Eventually the sorcerer locks onto the flaying beast with his witch bolts. Mitzie leaps a few of the whipping tendrils, while the mulkon shoots the mouth with its huge spear sized crossbow bolts and they try to stand up, getting immediately tripped back to the ground.

    One of those slappy tentacles trips Mitzie, but the halfing is able to concentrate on his target. Mitzie does not get grappled. The mouth of this dire creature opens and vomits bones at the mulkon. This spew of former victims rips and slams into the poor fighter.

    The fight seems a bit repetitive, until the mulkon is incapable of moving. Somehow the bog beast’s little appendages grasp the 9+ feet of muscle, bone and tusk, tossing it into the air towards the gaping mouth. That many-toothed mouth closes on the mulkon, who is swallowed.

    Behn, Mitzie and Ixnyx survive the fearsome creature, who on death causes many dozen of tiny tendrils to pop out of the ground and the chewed remains of the mulkon can be seen in the maw, among the teeth.

    The group flees, before some noxious cloud can come and to avoid the walking death of night in Sheljar. They return via rowboat to the old inn. Their hearts full of fear, disgust and some sorrow.

  • World of the Everflow One-Sheet

    World of the Everflow One-Sheet

    A crush of warhounds rage forward, backed by mastiffs with halfling riders. One flank is guarded towering Goliaths. That northern front is circled by eagles, hawks, ravens with a lower mega flock of smaller birds. The south is already falling back. There a tribe riding bison and elk is crushing the Kingdom of Azsel, but other tribes with their horse and sheep are fleeing. The Confederation of Crinth will lose more land and another tribe to the slavers, unless something changes.

    One of the largest Goliaths ever known wades through the mess of bodies of both beast and man. He is Jerald. It is not his tribe that will fall today, but the tribe of his wife. Normally peaceful, he is enraged. His flightless axebeak is surrounded by pestering terriers. He cries out to Belsem as Tellanor falls. A greenish cloud of rot breaks forth from his hands and the little dogs perish. Several of the Halflings are in agony. Another cry and another cloud, more Azselites fall. Those not nearby see this cloud of poison spray and back away. Both sides retreat stunned, for this is new. A legend is born that day. The myths of magic awakened.

    Campaign Premise

    The World of the Everflow is an episodic campaign designed for drop-in play that will most often join a regular group, but that can also play independent sessions, while exploring a world where every thinking person has an animal companion that is both tool and beloved.

    Background

    Twenty-one years ago the land of Kin (the people of love) had no magic.  Then the Awakening happened. Borders changed as Kingdoms applied these new powers. Quests to discover how it happened, why it happened and what could be done to stop it or further it started. Adventurers young and old left their homes hopeful that they could apply these new, small spells and make names for themselves.

    Kin is different now. Still bonded with beasts the people meet strangers with suspicion of odd powers. No one knows what else to expect. What more will happen to the world? Are more legends real?

    Grand Conflicts

    The Scholars are a secret society of empowered spell-casters who seem to have kept Kin from reaching its full potential. Who are they? Should they have this level of control?

    Azsel continues on its expansionistic policy. They are fighting with the Crinth Confederation and threatened Kirtin enough that the century-long conflict with Daoud is put aside.

    Two legendary peoples are invading the Western Wildes. The Kon are entering Sheljar in large numbers, leaving some behind. Over at the Cliffs of Galinor and at the Glass Tower the Ken are doing something. Why are the Ken and Kon returning to Kin?

    Can you keep the Lorebook(s?) from getting into the wrong hands?

    Facets

    • All thinking peoples have an animal companion
    • Low magic (Divine casters and arcane casters limited in different ways)
    • Sand Box play
    • Player agency helps create the world’s history.

    Variant Rules

    • Mundane versions of partial casters. No Wizards or Warlocks. Cantrip for all.
    • Gritty realism – long rests require a place of sanctuary and 24 hours of light activity. A short rest is a typical night’s sleep.
    • Feats, many able to be taken twice
    • Death happens
  • Managing a multi-path epic campaign

    Managing a multi-path epic campaign

    One thing that I’ve found as a middle-age man with other hobbies and real-life concerns is that finding a regular group to play every single week is much more difficult than it was in my heyday of 1st edition AD&D during high school, college and the Army. The path I’ve chosen instead is an epic multi-path sandbox inspired campaign. There are multiple storylines being chased, characters that drop in and out of sessions and off-table action run via email, chat and twitter.

    Altogether this results in a campaign that is similar to epic fiction (Wheel of Time, Lord of the Rings). The party forms, breaks apart, reforms, expands, contracts as they attempt to make friends, make enemies, solve problems and help to create the world and story in which they play.

    A selection of the characters participating in the Everflow campaign.
    A selection of the characters participating in the Everflow campaign.

    This is the tracking chart that I use to help track the various PCs. Experience points and gold are tracked by me until they are on the player’s own sheet. Once that happens I make the column blank, because I will not need that information while I create the next encounters and new paths for them to follow.

    As I stated when first discussing this large group, episodic campaign, calendaring is also important. The group of three that are in Sheljar are two weeks “ahead” of the group that is at the caravansaray. Maurice is 3 days “behind” the group at the caravansaray. Mansaray and Shonie are semi-retired for real-life reasons. Shonie is now an NPC that group can use to help get intel, etc from Telse. Mansaray will either re-enter the campaign as a PC or an NPC reconnecting a current plot line that’s been abandoned.

    Doing something like this creates more off-table work. Not only does the DM/GM need to create encounters, adventures and campaigns they need to use some kind of tracking sheet and calendar, and understand that the non-linear nature of the campaign means that players will forget things. Reminding them should be a bit more involved than a typical 5-10 minutes “in last session” verbal recap.

    Provide the players with a digital recap, maps, images and other things that maintain a connection to the story that you are all telling together. Recognize that not every PC will be involved in every plot line. Maybe the hook doesn’t catch with them for either player or character reasons. Allow those players to know what plot line will be the focus of a session and they can either show or not. If they don’t show for story reasons (I haven’t encountered this yet) help them advance the plot hooks that they do like.

    Don’t try to run a table session with more than 5 or 6 PCs. All the standard concerns about table time and organization return with that. Feel free to run a mini-session with just 2-3 PCs. They could be scouting an area, or doing a social tier with a local authority. These advance the story, but more importantly let your players know that you value their time. Those characters get rewarded with xp, gp, treasure. The players get rewarded with the entertainment of role-playing.

    Be prepared for variable level encounters. With bounded accuracy this should not be as much of an issue as it would be in earlier editions of the game. Establish from the outset what the rules are about death, drop-in character creation, etc and work with your players to make certain that they are having fun with the system as it exists at your table both real-life and via digital communications. Feel free to grant xp for actions taken when the character acts in off-table activities.

    By combining story xp and encounter xp you increase the level advancement as well as help social and exploration tier PCs advance. The more players that you include, the more likely you are to interact with PCs that emphasize the different tiers.

    Finally, you should probably already understand this, such a campaign requires more organization and isn’t right for casual play. But the payoff is the creation of a story that mimics multi-novel stories, and that’s a lot of fun.

    Fediverse Reactions
  • Session 1 Group 2: Clockwork zeppelin

    Session 1 Group 2: Clockwork zeppelin

    Session Notes: The Shield of Kirtin (Paladin) player is out for this session on no notice. As is practice the only way that PC would perish is through an absurd TPK. There’s a near-zero chance of that. Present were the Goliath Commoner (Tinker) and the Human Mundane Ranger from coastal Daoud. Both are 1st time table-top role-players.

    The Three last were in the ruins of a farmhouse in the Stench of Sheljar. At night they’d faced a few skeletons and zombies that rose from a bog and into the crumbling home where the Three took refuge. It was on the edge of these Sheljar lands. In the morning they work their way into a city that has been destroyed.

    Abandoned homes and shops line the improved roads. There are pits of acid, pockmarks from various bolts, fire damage throughout. Few skeletons are about and everything stinks. The bog land and little islands have bridges connecting paths and larger spots of firm ground tend to have docks and piers.

    Caution takes the group as they wander through this abandoned place. They know there may be skeletons and zombies. As they follow a main path they start to here a loud noise. It is a chink-chink-chink KACHUNK thing, clearly mechanical. Not knowing where to look they try to get closer to this, winding through large paths and small roads from stable ground to stable ground.

    Reaching a structure with a kind of permanence in this forsaken place they investigate. The ground floor is former in, with tables in disrepair, but some level of cleanliness that is surprising here. The Shield stays in this space with his faithful horse. The other two checkout the kitch…

    A HUGE RUMBLE comes from the southwest.

    Everyone but the animal companions are on their asses. The Tinker rushes to a window with a view to that part of the world and sees a volcanic eruption. A huge cloud is forming with its rain of rocks and ash to come. The chink-chink-chink KACHUNK noise stops.

    The Ranger gets a view towards the noise and there is a fire beyond a building across the way, and then streaming out of a passage are a set of humanoids setting up a bucket brigade. They are of varied sizes, with the largest making her Goliath friend seem a bit small. Their bucket brigade slows downs every time the smaller humanoids get one of these huge barrels of water. Eventually they leave and a couple more of the immense, tusked creatures can enter the line.

    The sky falls dark and towards one of the branches of the river there is a waterfall like noise. One of the large creatures gets swept away, the Three move to the second floor. They can’t see the other group now. The slush grey river is a horizontal water fall, but that fire is out.

    An hour later, as the river dies down to a rapids rather than horizontal waterfall, the chink-chink-chink KACHUNK sound returns. Beyond the building they start to see a bladder-like structure appear. It is ribbed. It continues to rise with a rib filling at every KACHUNK. Twelve times that KACHUNK sounds and then a huge ship hangs underneath the ribbed bladder. Dozens of those various humanoids board.

    A ladder is thrown down to three of the largest types with two climbing up to the safety of their vessel. The last falls when two rungs fail. He is left behind.

    The Three are cautious with the river and it is late in the evening. They settle in, keeping watch towards that lost soul. A few times in the evening they hear a clash of weapons. After those moments they see brighter fires.

    In the morning the Tinker and Ranger cross the river to investigate, leaving the horse and Shield behind, in safety. Crossing this river, since the bridge was washed away, is difficult enough without armor.

    They sneak around the warehouse-like structure that blocked the view. A Large frightened creature with a repeating heavy crossbow as large as a siege engine opens fire on the group. They weren’t sneaky enough. The Ranger orders her panther to attack as she tries to use piles of rubble for some cover. The Goliath takes cover and tries to fire back.

    Session note: this was a couple weeks ago, so the pbp of the battle is impossible to recreate. Here’s the quick version.

    They survive, but cannot take this creature alive, because the panther’s last command was to attack. It makes a killing blow on a critical. There will be no interrogation. They make it back to the Shield and let him know that they saw a couple other of those vessels leave. They also have a nicer map than the one they scrounged earlier. Those vessels they see seem to be leaving from spots marked on the map.

    The statue in the harbor looks like the smallest of the creatures they saw. The Tinker thinks that those creatures, and that stature, all look like what the god Nok is reputed to look like.

    End Session.