Tag: Role Playing

  • Uprising and Rebellion Session One: The Carnival War

    Uprising and Rebellion Session One: The Carnival War

    Carnival War

    Festival of Feylf marred by Daoudian violence; Civilian losses must be avenged; Barracks raid related?

    Photo of a fire breather at New Jersey Ren Faire, provided as representation of the Festival of Feylf
    Photo by: R’lyeh Imaging https://flic.kr/p/26JNj2h (CC BY 2.0)

    As Daoud leadership tried to mollify the masses a fight erupted at the annual Festival of Feylf. With swarms of commoners and general onlookers present the visiting carnival’s performance recognized the new influence of the Kin on Kirtin-on-the-Lake. The elves were particularly strong in their use of magicks to astound. Fireworks and noisemakers were provided by gobkon from Free Sheljar.

    Peacefully assembled people of Kirtin desired to use the festival as a moment to accent that the peoples of Sheljar and Kin offer an example to a stronger town. Some Daoud guard must have strong objections as they lined up to prevent the crowd from rallying in front of the stage.

    As the two sides opposed an arrow flew from the southern hill that overlooks Isouda Ampitheatre. This act of violence incited a response, as Sybbyl took a grave wound. The dozens of common people of Kirtin thrust forward to protect young Sybbyl and to gain vengeance for her.

    The Daoud Guard kept tight ranks, but could not hold off as the peoples rose up. Though some of Kirtin fell, the Daoud loyalists were scattered. Help for the free peoples came from the stage and hill as a dwarf dockworker joined the fray.

    Due to that hearty dwarf, a halfing carnie, and a studious-looking human the peoples’ losses were minimized.

    Authorities report heavy losses by the guard, but this author knows that is an exaggeration. They have also stated that there is now a curfew in the Dock District until they find this author and those who support the Thunder from Shadows.

    This author promises to keep the free peoples of Kirtin informed of future developments from the Carnival War.

    Dock District, Kirtin-on-the-Lake | Neremyn Quizana

    Dock District guard barracks were reportedly raided during the Festival. A spokesman for Daoud suggests that three guards were found dead at the end of the day. The space was looted, but only the officer and sergeants goods were stolen. No bonded companions were injured in the attack.

    As pamphleting and propaganda are themes being explored through the campaign this recap of the session is written in the tradition of yellow journalism. When the adventuring party rises the day after the conflict they will read the recap of their own exploits.

    Cast of Characters

    PCs

    Req (male dwarf paladin-vengeance) – the dock worker left the Land of Ken to pursue the new world in the Land of the Everflow. He is finding his way among the working class of the lake city.

    Roland (male human rogue-thief) – the former sage was recently fired from his position in local university. His teachings challenged Daoud’s control of Kirtin-on-the-Lake. He has a small cat that avoids all conflict.

    Whym (female halfling ranger-gloom stalker) – the former circus member is of noble heart and fights to protect those who are threatened by darkness. She has a huge dog.

    NPCs

    Two Goblin kids — The two kids were being harassed by Daoud guards. Our likely heroes helped the kids get out from under the guards eyes. Our heroes also bought two clockwork toys (14gp total for a cat and a dog). They are originally from Sheljar and their airxip arrived at the docks just a few days ago.

    Penzer – owner/operator of the Rusty Clam. Penzer now trusts Req and helped the group exit the district through the sewers. He is a squat halfling with a lazy, older wolfhound.

    Wilkie, a Member of the Guard – One of the guard is a former student of Roland’s. He is friendly, though disrespectful. So far he is willing to gossip about former classmates. He is unwilling to fight the people of his city. Roland arranged a meeting with his former student. He is a human with a seagull companion.

    Odger — A teacher who runs a small library. Odger put the group up for the night. He will provide safe-haven, but not fight. He is a goliath with 10 swallows as companions.

    Places of Interest

    Rusty Clam – a lower class dive bar that serves the dockworkers and related laborers. It is Req’s favorite bar. Penzer runs it, but Req gets his name wrong most of the time.

    Cracked Mug – a higher class bar for ship captains and other officers. The alley besides the Cracked Mug seems to be the source of the rebels vandalizing the posters advertising the upcoming festival. Brilene is the owner of the Cracked Mug. She bought it after retiring from the Daoud Navy. Her companion is an older Bay Retriever.

    Barracks – the group knows the location of the barracks where the Daoud guard responsible for the Dock District rest and refresh.

    Clues and Hints

    Thunder from Shadows is leading the rebellion. Is it a group or a man who is above Q?

    Q is the pamphleteer, and wanted by authorities. The group now has a woodblock stamp image of the elf as well as a description with his location being at/near the Cracked Mug.

    Roland’s old student, Wilkie, is meeting the group tomorrow evening.

    old: Posters advertising the Festival of Feylf are being torn down and replaced by a rebel group. This has become common enough that even new arrivals to the city have seen it happen in broad daylight. The Festival is four days out.

    old: Daoud is increasing the Dock District guard prior to the Festival of Feylf. This seems to be a response to the arrival of airxip from Sheljar as well as visitors from the Western Wildes.

    Grand Themes

    Uprising & Rebellion as the story of Free Sheljar spreads the people of Kirtin-on-the-Lake want to be free of the Empire of Daoud. Thunder from Shadows is a group or leader of the Rebellion.

    Proctors of Grace are People of Ken who shuttered the Land of the Everflow off from magic. They have taken over most of the Western Wildes.

    The Scholars are a group of People of Kin who had powerful magic as long as they worked with the Proctors to control the rest of the Land of the Everflow.

    Lorebook Hunters of Free Sheljar have gathered at least three Lorebooks and seem to have opened the Land of the Everflow to magic again.

  • Crew of an large airxip

    Crew of an large airxip

    Way back in the day working on this my thoughts went towards being quite specific. In my early play of 5e I would have created each officer and “boy” as a PC and the crew would be NPCs from one of the books (Monster Manual and Volo’s Guide). My familiarity with the system is stronger now.

    Officers

    • Captain
    • Owner
    • Pilot
    • Master-at-Arms
    • Royal Steward
    • Secretary
    • Comptroller
    • Interpreter
    • Boatswain
    • Cook
    • Bellowswain
    • Physician
    • Carpenter
    • Painter
    • Joiner

    Boys

    • Captain’s Boy
    • Cabin Boy
    • Officer’s Boy

    Crew

    • Bellows and Fuel (7 mul)
    • Balloons (4 hobs)
    • Ratchets (4 muls)
    • Props (8 muls)
    • Weapons (5 hobs)
    • Lookouts (5 gobs)
    • poultry (2 muls)

    That’s a rather long list of characters for the airxip equivalent of a four-master from the Age of Sail. It’s overly complex and almost certainly a level of detail that is unnecessary within the 5e system.

    Instead I would use the light NPC rules which I have adopted for play for the individuals. I would probably only do this for a few of the senior officers (and maybe a single generic “boy”).

    For the various crew elements I would lean towards the Colville rules of Warfare starting at page 233 in the current PDF of Strongholds and Followers. Those are all small units, and could even be fused based on ancestry in some cases.

    Ratchets, Bellows, Fuel, and Props could be a medium mulgob unit of greens with light equipment. Weapons and Balloons would exist as a small unit of seasoned vets with medium equipment and archery. The Lookouts are a small unit of goblin regulars with light equipment. The remaining crew and officers get represented as a small unit of green humans (default mixed ancestry) that exist as infantry.

    The point being that 5e doesn’t need details. It needs broad strokes that a DM and their table can use to describe actions, many of which won’t need dice. As the version of D&D that leans most on role rather than roll a returning creator should respect that. Remove as many details as possible, because most of the details aren’t necessary at your table.

  • Session Notes: Hags of Thurible

    Session Notes: Hags of Thurible

    On their way to Qin and its surroundings the Lorebook Hunters are flying over the western hills and mountains claimed by Kirtin. These lands are far from the old Empire of Sheljar, outside of the influence of post-Awakening Telse and haven’t sent their children to defend the Northern Slope in centuries. This is unclaimed lands, far from roads, lacking major rivers, and barely settled. On their fourth day they find a small village on a river and land.

    Session Notes:
    This took place over multiple sessions. It was all after they eliminated the threat of Parun, but discovered he is neither Scholar nor Proctor, merely evil.
    Saffron, Maurice, Behn, Doceo, Aamar were present in at least one session as active PCs.
    Mansaray, Samul, and Ixnyx stay at the airxip while docked at Thurible.
    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.

    The town of Thurible is small. There are maybe 13-14 houses and even the rare commercial buildings are also houses. The Beaver and Bottle serves strong liquor and some ale. One home also rents a couple of extra rooms when trappers come through town. Mostly, this is the nothing town of the wilderness, settled on an island in the river.

    There’s one significant problem — about a third of the children have disappeared since the Awakening. It is a constant fear. The heroes, feeling like heroes, step away from their trip and pledge to help solve this problem. They search through town and discover the last known spot of the last children.

    They walk the path knowing that a few kids never came back from this same journey. This path winds through and around cliffs, streams and forests. It is at times dark, at times safe.

    Our Lorebook Hunters get jumped by a group of Proctors, all elves. These are eliminated, but clearly the Proctors are expanding their reach into the Western Wildes. The group tends their wounds and continues to hike through this rough land. The tracks take a turn into a little alcove, it is covered in a bush, but looks to be a cave, maybe a tunnel.

    There are many more tracks of people (humans, halflings and goliaths) heading away from this entry. They decide to check the first entry. It is dark and the cave slopes down. One wall is worked stone. The other is a mix of natural rock and roots dripping with water.

    Our heroes discover a chamber with a door across from them, immediately on their left and a larger double-door far to their right. They go left first.

    Beyond that door is another chamber, this one occupied. A huge swarm of wasps and a disgusting woman made of human flesh, iron, stone and branches is in the room. There is a fight.

    After they win the fight with the Sister of Wasps they hear a series of doors slamming, six of them. A scream of vengeance rings out as the group is trapped. An older voice says “No, they must go. They are the key to our power. You may leave.”

    A door in front of them and the door behind them opens. A rope ladder drops from the ceiling. It leads to a small opening with the darkest possible green seen through the opening.

    Aamar climbed a rope ladder and entered a dark world, thick with overhead vegetation and a huge tree trunk. As he surveyed the land he noticed a dark pool. Inside that pool of water a single hand is trying to grasp the edge, unable to pull itself out. The Cleric of Quar walks over to rescue the drowning man, noticing Bishop Ollium’s signet ring on the hand. When Aamar tries to grab the Bishop’s hand the vision of pool and victim disappears into a shower of coins of the realm — none are corporeal. Aamar also learns that every branch and leaf seems to be coming from the same trunk. When he gets close enough to the trunk it appears as if a wall. It is so large the curvature is not apparent in the near darkness above the coven.

    He retreats from this other-world of an obscenely large tree.

    No one else goes up. They explore the new door and try to prop others from closing again. The group works their way through the dungeon to another hag. In this case she is riding a swarm of children.

    Through brilliant use of spells and tactics the heroes free the youth without an injury to Thurible’s kids. They destroy that ugly hag as well. But then, descending through the ceiling is the ethereal form of the Night Hag, the Auntie.

    She speaks in hisses and pride. She announces that the group must be free, for if they succeed she will be even more powerful than she is now. They question her, but she speaks about a future that is more like a myth, a future where there are no limits on the magics of Kin.

    All of the doors fling open including the barn door where the Sister of Youth used to ride her swarm out to terrorize Thurible and other farming communities.

    It is dark. By reckoning the group knows it is only late afternoon, but the sky is covered by cedar branches and leaves. They are under the canopy of the same dark tree that Aamar found earlier, but now with dozens of children trying to find their way home. One is an easy ally. Saffron’s crown of forgetfulness helps break the spell put upon him, and he leads them down a path. It is in a shroud of darkness and the children start to scream out to their parents, or grandparents, their aunts, their brothers.

    Doceo leads the way upon leaving. Surrounded by his three dogs he scans the exterior of the lair and finds a path. In a small clearing he sees five dogs, some exact copies of Vondal, Victus and Delg, all staring at a point in sky while covered in ice. It dissipates as he approaches.

    Saffron sees two skeletons, one with a ghost-dog and the other with a skeletal bird. Both approach a wedding rope. They are headed away from her, leap the rope and laugh. It looks as if Rohan and Teegan, friends of Saffron’s mentor, are finally happy — and dead.

    As Maurice flanks the group he is alone in darkness, barely able to see the Light that Aamar has cast. A loud boom startles the young halfling. In the direction of that noise he sees his father holding a key and then a huge ball of metal rip through his father’s torso. The vision ends as the key falls from his father’s hand.

    Behn’s vision is of Shonie, their former companion. She is trapped in a cage, unwilling or unable to speak. Her slight form indicates starvation. There are wounds. As he touches the cage Shonie disappears.

    [DM Note: I had visions established for every regular PC and have contemplated telling Mansaray and Samul what they would have seen, but maybe the group heads back to the coven. This was also the first time the group encountered something that could be considered fey.]

    Upon leaving the cover of that cursed cedar and the coven they are in sunshine again. By evening they are in Thurible. Only two families are missing children, both with the same names that were used by the Sister of Wasps and the Sister of Children. For the most part Thurible is happy, for the first time since the Lorebook Hunters visited.

    But now the Hunters know something new. Their quest to stop the Proctors may empower other evils, and their possible futures include pain.

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

  • 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.

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

     

     

     

     

  • 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.