• Session Report: Eliminating Parun

    Session Report: Eliminating Parun

    The Lorebook Hunters decide that before they head south to Qin (where they suspect two Lorebooks to be) they shall eliminate Parun. Parun, as an ambassador from Azsel, has established an exclave of the slaving empire. A halfling ranger with a whip of wounding he either has a Lorebook (Enchantment/Charm?) or is a high level follower of someone who does. There is a complication, as the Proctors of Grace seem to be able to home in on those that hold Lorebooks or are imbued with magic.

    Session Notes:
    Samul, Saffron Behn, Doceo, Aamar were present in at least one session as active PCs.
    Mansaray, Mo, and Ixnyx stay at the airxip.
    The remaining characters are in Sheljar. Ajhenas and Kuda are on the Tower Island creating a military, while Telley is on the settled island with the Temple of Wisdom (where the goblins hid) helping the people make a life there.  Braaz, and Els are working on restoring the two homes on the south end of the Island Inn.
    Shonie is retired and remains in Telse.

    Town of Frostfall

    Aamar, Behn, Saffron and Samul are active.

    Floating in the Airxip Toxić above the North River the group is searching for indications that Parun or a large camp is nearby. They stop outside of Frostfall.

    Frostfall is a town of about 45 buildings inside a wall with a tow-rope ferry across towards the Western Slope. The ferry ends at the Doghorn family homestead and two other buildings. Frostfall also has an interior wall with a half-dozen homes on Maple Leaf Hill.

    Thornton (Doghorn) is the Ferry hand, Juliana is his sister. Their mother operates on the town-side of the ferry. She is Isolda. Through a heavy stutter Thornton suggests that they visit his friend Aitne’s (Dustbeard) family shoppe. At the shoppe it is the goliath Grups Harpyja Stormchaser that provides the necessary intelligence about the nearby slavers.

    Samul hides along the path waiting for Parun’s followers to come. Saffron is disguised as a wondering Azsel-ite. Behn and Aamar are to join the fight if necessary. They free two goliaths who are too fearful to return to the abandoned village that Parun is using as his latest base. Two Azsel monks are eliminated.

    Parun’s camp is three-way fight

    Aamar, Behn, Doceo, and Saffron are active.

    Doceo, back at the airxip in the hills above Frostfall, notices a flight of dragons approaching. Upon conversing with Fierbas the ale drake he learns that the flight contains two scouts, two evokers and a captain. Doceo decides to rush into Frostfall in an attempt to warn the advance party.

    Doceo rushes to the group, showing up just after the fight. Samul escorts the two goliaths back to Frostfall so that they can prepare a defense of the village. It is possible that the scouting group of the Proctors threaten the poor community. The former Mehmd pit fighter convinces the commoners of Frostfall to ally with New Sheljar. A wyvern skull pouch with an undead ripper lizard is rather convincing of the power of New Sheljar.

    The first fight is an encounter with two dwarven spies and their wyvern mounts. This drains significant resources, and results in Doceo being poisoned. It takes Aamar an hour to form a healing salve. He also manages to convince a herd of elk, lead by a single giant elk, to join them.

    Which means that when they get to Parun’s camp there is a massive battle. On one side is an adult black dragon and two elven evokers. They occupy a tower on the NW corner of the ruins. The battlefield in front of them is littered with Azsel halflings and their companion dogs. Some are alive, many are dead. Across a small stream is Parun and two wyverns, likely the evoker mounts.

    Behn sneaks into the ruins to free the enslaved animal companions. Doceo rescues a couple dozen enslaved goliaths with a few humans and halflings. Aamar and Saffron try to take out Parun.

    They use the cover of a stampeding herd of elk to advance on the skirmish. Eventually Saffron places her Crown of Forgetfullness on Parun. Aamar and Saffron take fire from the Evokers. Eventually the party of four assemble near Parun. The Proctors and the Lorebook Hunters take out the slaver, but the Proctors also take out Saffron.

    The party decides to retreat, as do the Proctors. Neither side is confident of victory. The heroes take Parun’s body and flee to Frostfall. They are accompanied by the former slaves. It is unlikely any of the other Azsel forces survived the numerous spells and breath weapons that further destroy the city.

    Adversaries 2

    Based on the fight, they adjust their maps of known adversaries. The Western Wildes do not hold safety for the group, except possibly in Sheljar and Frostfall.

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  • NPCs for social and exploration encounters

    NPCs for social and exploration encounters

    Between the Monster Manual, Volo’s Guide to Monsters and various third party products NPCs that participate in combat are easy to find or tweak to your needs. But DnD is about more than combat. Social scenes and exploration scenes are not just important. They are a foundation of the game.

    Whether it’s a simple quest giver in bar, a noble man’s guard you need to get information from or any other non-violent denizen of the world many NPC templates give you more game data than you need.

    What I need when DMing a social encounter is a visual description, a modest amount of psychological info and a couple skills that might come up for dice rolling. I also want a few of these ready because my PCs are notorious for drifting off track. If I prep two characters they’ll want to talk to the third guy, the fourth gal, maybe that drunk under the table and that one dude they passed on the street a few minutes ago.

    Whipping that up in 10 seconds is hard. Instead I prep a dozen or so NPCs that they may encounter. Each only needs tiny updates if they aren’t used that session. I jot these down on an index card because table space is at a premium (I also can create them on a spread sheet for latter reference or digital fun).

    I present these to myself in two columns (visual and behavioral)

    Index Card

    Name

    Two good attributesRace, Class if applicable
    Zero to Two bad attributesRole in society (job), 2 skills
    Armor/ClothingCountry of origin
    Single WeaponGoal in life
    LifestyleWeaknesses

    This basic snapshot of the individual can inspire role-play and allows room to for ad hoc play. If one of the PCs tries to take advantage of a weakness I grant advantage. If they help towards a goal I usually grant success.

    If an NPC lives a lifestyle (from PHB) that is beyond the expectation for a societal role it probably means that there are deeper levels for the character. If they are a noble and living in poverty that too is an indication of something beyond the norm.

    Goals and weaknesses can be grabbed from the PHB and SCAG’s backgrounds, or you can invent your own. The point isn’t to be as data reliant, but instead let your imagination and table inspiration take over. Be just prepared enough to take advantage of the multitude of voices informing you during your game.

    Now, when my players wander off script in a town, I have a dozen of these ready. When one gets used I can add it to the folder in case they want to go back and chat again. I then make a new character.

    Having a many of these prepped helps because it ensures I use naming conventions that are consistent to the region of origin and the land where they meet the heroes. On-the-fly NPC creation is unlikely to have that consistency.

  • Session Report: Restoring the Everflow

    Session Report: Restoring the Everflow

    With Telse rapidly devolving economically the group decides to discover if they can restore the Everflow. The issues further west can wait. Aamar is Telsean. Maurice is from Fort Ooshar, another community that depends on the waters of the Everflow. Doceo needs trade, as trade is his life.

    Session Notes:
    Mo, Doceo, Aamar were present as active PCs.
    Mansaray, Samul, Behn, Saffron and Ixnyx stay at the airxip.
    The remaining characters are in Sheljar. Ajhenas and Kuda are on the Tower Island creating a military, while Telley is on the settled island with the Temple of Wisdom (where the goblins hid) helping the people make a life there.  Braaz, and Els are working on restoring the two homes on the south end of the Island Inn.
    Shonie is retired and remains in Telse.

    Planning Stages

    Mayor Kellamon, Captain Piyu and Corporal Allison are meeting at the Mayor’s office. There they tell the Lorebook Hunters that they had gathered an earlier group in order to head into the opening where the Falls of the Everflow erupt from the cliff between Telse and Upper Telse. Aamar, Doceo and Mo take a couple hours to shop and then return to the offices.

    They meet a group of clearly overwhelmed halflings. All are in leather or hide armor. Three have clubs, including Thad Trailhide, who Aamar has met in years past. Nerv Oxstorm has a dagger, but he’s easily frightened. Honora and Niras round out the Telse natives. Ursula Dustrain has a baton and studded leather. She admits that she’s an outsider, but has volunteered to help. Maurice recognizes her from Ooshar. She hangs out in the Drop, with Willan’s family. For now, he trusts her.

    They climb up the stairs to the swing arm where Quar’s faithful take the pure Everflow from the falls to eventually convert it to Telse’s greatest export – bottled Everflow, a healing potion. After our heroes, Nerv and Ursula use the swing arm to get across the 20 foot gap between the stairs and the opening the arm breaks. Thad wishes them well, grateful that it did not break while he was suspended.

    Pudding and gelatin

    Trudging through the shallow trickle that winds through an unfinished cave the group is slowly rising in elevation.The path winds, at times there are small pools. Eventually one of those pools has carved stairs in the back. This is unnatural.

    They slowly emerge into a 40 by 60 foot chamber with a central trough that is 10 feet wide. It looks that normally the waters of the Everflow surges through that trough. There are four columns in the chamber, two to each side, evenly spaced from the walls.

    Nerv screams. He is covered in a black goopy acid that eats away at his flesh. Mo hides and Ursula disappears. Several of our heroes take damage from the Black Pudding and Nerv is no more.

    Unable to find Ursula, who likely left through an exit during the fight, Mo sees an 18-inch blue orb with a slight glow. It is suspended a few feet in the air. The three heroes learn that it is inside a Gelatinous Cube. They fight this other ooze, eventually tricking the sorry thing into the trough. Aamar carries the orb in his pack, since the other two are tiny halflings.

    Willan’s influence

    At the far end of the of the dungeon room is a single exit. It leads to a 10 by 10 by 10 tunnel that slowly rises. The floor is kind of slick, and there are fine tiles on every exposed surface. The only light they have is from a spell. The journey through this darkness is long, slow and continues to rise. They are almost certainly nearing the mountain behind Upper Telse.

    Suddenly Ursula rushes into them. She is screaming of of a goliath surrounded in wind and lightning attacking her. As they discuss this with her Mo challenges her about her past. She admits she’s part of Willan’s gang. Her trip to Telse was to get more intelligence about the Lorebook Hunters. She tried to escape, then she tried to smack them with a baton to free herself. There was a fight. She died.

    The shadow of Willan continues to appear in Telse and Ooshar.

    Nils and the Lightning Goats

    This battle was much tougher than it should have been. I’d already weakened the group, especially Aamar, in the first three encounters. Nils was a custom designed Beserker/Barb-Storm of Sea (though fluffed as Mountains). His two animal companions are Giant Goats that have electricity climbing through their horns. They can use those as a breath weapon lightning bolt type effect that recharges on a five or six. It was nearly a TPK.

    As the group emerges into a large glade they feel howling winds around them. This glade has a huge muddy pit in the middle with steep cliffs and dense forest backing into more steep cliffs. There is a forty-foot tall pedestal within the muddy pit.Across the muddy area are two giant goats with lightning crossing between their horns.

    Aamar, with the orb, climbs the pedestal. There appears to be a spot for the orb to rest there. It takes him a bit of time to get to the top. Mo slips into the forest to provide long range cover while Doceo watches at the base of the pedestal.

    Just as the Quarite cleric places the orb at the top Nils, surrounded in lightning and wind, leaps from the far cliff and the two goats charge. The encounter is at distance to begin. The pedestal starts sinking and water surges out from the orb. Two of the heroes are now standing in water as they face off three electric opponents.

    After taking a bit of lightning Doceo casts fireball and nearly destroys both goats. Maurice’s bow and Doceo’s fire bolts finish them off. Nils is raging on Aamar. The large goliath is attempting to chop through Aamar. The little halflings try to aid Aamar, but to no avail. Their cleric falls.

    Things get very hairy. The animal companions are trying their best to save the people, but Nils is too powerful. Doceo finally thinks to cast First Aid on the fallen cleric. Aamar is back at one hit point. He casts Hold Person on Nils, who had been knocked prone when Doceo’s warhound bit him (it took a roll of 3 or less on a d20 to fail, Nils failed). The Hold Person works as well. A prone and paralyzed Nils is rapidly destroyed.

    The group of combatants is standing in several inch deep waters of the Everflow. Their only known route away is starting to fill with water.

    Never take a 200-foot dive

    With Nils defeated the three heroes notice the rising waters about to flow to their escape. Aamar knows Nils and respects his family. While Doceo and Maurice run the hours through the tunnel Aamar is attempting to return the body of Nils to his home. Dragging a goliath through the tunnel and cavern slows the cleric down.

    Using rope and Mo’s great leaping ability the animal companions and halflings get across the 20-foot gap easily. The water is starting to flow again. Aamar stuck with the huge body feels the water rushing past him. It may be impossible to return the body to its ancestral home. Instead he retreats to the chamber, puts Nils up in the room to the side of the trough and squeezes through the remainder of the tunnel nearly surrounded by water.

    When he pops out of the Falls of the Everflow he tries to leap to the platform but falls short. A large human he tries to grab his companions. Mo gets one hand on him, but Doceo fails. Hanging on for his life, 200 feet above the lake Aamar is in serious danger. He is slipping. Mo quickly ties off a rope as Aamar falls.

    Thinking quickly the Cleric of Quar casts Thorn Whip catching it on the platform and pulling himself up just enough, slowing the fall. Mo ties the other end of the rope off. The two halflings pull their deeply injured friend up as Usrula’s dead body pops out of the Everyflow plummeting into the lake below.

    Become a Patron to see fiction set in the World of the Everflow. These stories are set in the time of the Awakening.

  • 9 GM Tips for More Interesting Combat

    9 GM Tips for More Interesting Combat

    Great advice on how to make your DnD combats more interesting.

    DM Leviathan's avatardmleviathan

    There are few things in the life of a brand new GM that can rattle the nerves as much as Combat.

    Why?

    Well, perhaps, because it is one of the few times in the game that they must apply so many rules at one time. Additionally, since most RPGs are, lets be honest, based around combat, it is also when some of the most critical and complicated rules can come into play.

    My suggestions? Well… I have a few:

    seawaymotors1Understand That You’re Not Going To Be Perfect.

    As a matter of fact, until you get the hang of it, you’re probably going to miss some rules here or there.

    If your players pick up on it, admit you missed it, correct yourself, and move on. If they didn’t, and they still seem to be having fun, let it go and make sure to cover it in the next session.

    View original post 1,562 more words

  • Session Report: An airxip journey

    Session Report: An airxip journey

    With various desires to return to Telse, as well as a discovery that the people of Qin may have a couple Scholars hiding in their midst, the group flies the working airxip from the Temple of Wisdom over the Western Wildes. The crew is a mix of goblins, rescued pirates and player characters. Together, they will head towards the mountains just to the east of Telse.

    Session Notes:
    Mansaray, Samul, Doceo, Aamar were present as active PCs.
    Mo, Behn, Saffron and Ixnyx travel via the airxip, but are crew, not PCs.
    The remaining characters are in Sheljar. Ajhenas and Kuda are on the Tower Island creating a military, while Telley is on the settled island with the Temple of Wisdom (where the goblins hid) helping the people make a life there.  Braaz, and Els are working on restoring the two homes on the south end of the Island Inn.
    Shonie is retired and remains in Telse. She features in this story as an NPC, barely.

    The session began with a sharing of information.There is great concern for Telse. Firbas, the ale drake, let’s them all know that the Proctors declared war on the Scholars that remain, as well as any caster that has escaped the normal bonds placed on Kin. Aamar and Saffron are targets due to their Lorebooks. Behn is a target as well. Combating the Proctors with their fleet of dragons is not yet practical.

    But the present PCs learn that the Scholars are a mixed group of potential allies, definite enemies and aloof erudite knowledge seekers. Those that cannot be convinced to side against the Proctors have Lorebooks or similar devices. Those can help in a battle of mighty magic backed by dragons against the scrappy Kin, who are defined by their beloved companions.

    Qin seems to have one or two of those Scholars. Parun, or his boss, is probably one as well. There is also Chorl, who they will need to finish off at some point. But for now, south to Telse and eventually Qin is their direction.

    The group gets a few volunteers from their rescued allies and borrows the working airxip, a small two-master with one heat room, and two huge props to help it travel. They head out.

    Just a day into their journey they notice a camp with a central holding facility, four tents and a few dozen dogs. This is in the territory where they know that Parun’s Azsel forces roam.

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    They will attempt to rescue the captives, and if Parun is present end his service to Azsel.

    It is a harsh battle. There is a warlord, mage, two archers and two scouts in opposition. Plus, as Azsel-ites most have dogs that come in a latter wave. That wave is almost entirely wiped out by a single fireball from Doceo.

    Mansaray versus the warlord is almost like a kaiju battle. The two trade blow and blow and blow as the fight rages around them. Samul focuses on the archers. Doceo tries to end the threat from the scouts. Aamar and the mage trade spells and blows.

    The victory leaves them bloodied, wounded, drawn down and exhausted. Unfortunately, Parun is not at this camp. His raiders are working the West unhindered. The group attempts to convince those rescued to head to Sheljar for safety.

    After another couple days of travel they arrive above Upper Telse. The xip settles into a mountain valley. Doceo visits Shonie to collect the rest of his cash from the merchant-seeker. There they find out that the Everflow isn’t flowing.

    Aamar attempts to visit Sealm, the wizened leaders of the Faithful. Sealm has passed away. His grand-nephew Nils is not around Upper Telse. Sealm’s passing happened on the same day that the Everflow stopped.

    Bishop Ollium and the rest of Quar’s church have some Everflow bottled and saved, but they will run out. The two rivers will stop flowing shortly after the locks on the pool let out their remaining water. The economy of Telse, Ooshar, Mira, Qin and others count on that river traffic and/or the magical, healing waters of the Everflow.

    And there are dragons seeking to destroy the city.

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