In the previous session, the characters burst in on the sentient automaton Ku’ud, and we began the new session, before they made a decision on whether to follow his order and show him the way out, which might disrupt the power balance in the region, or fight him.
Ku’ud was obviously dangerous, and I thought I had made a suitable challenge for a large level 5 party. As we had a couple of people who couldn’t attend, and I was worried that they might feel pressured to go with the ‘show him the way out option’, I gave them the option to run the session as a flash back, and let them go through the unexplored part of the dungeon, and before they left, flash forward to this important decision. They opted to stick with the moment.
The group talked more with Ku’ud, who was walking towards the exit, and trying to make up their minds on what to do, when Welk, the wizard of the group, began casting an identify spell to see if he could learn more. Ku’ud demanded that he stopped, but also got curious, because he knew magic. He ordered the wizard to tell him what he knew, and dragged him back to the throne, where he began questioning him.
Ultimately, Jarn, spoke with his advisor, the warlock Abbott, and made a decision. He asked about his understanding of ethics and demanded that he made a promise to learn of morale and ethics, before he could show him the way out. Ku’ud responded that nothing could compromise his decision making, which made Jarn attack.
After a short battle, they defeated Ku’ud. Single boss encounters are hard to make. I had given him a couple of henchmen, but for verisimilitude and to ease just a little bit, I let the two fighters deal with them, as their player’s weren’t present, but had been there when they entered the room. They piled on Ku’ud, and Jarn unleashed his new found Smite ability. The wizard cast a ray of enfeeblement and managed to roll so well, that I couldn’t even use Ku’uds shield spell to ward it off. In the heat of battle, I forgot his advantage on saves (magic resistance), and wasted a round casting dispel magic (which the wizard countered), and in round 4 it was over. Jarn, as their only fighter-type, was down to 2 hp in round 1, and it could easily have tipped with a lucky roll or two.
It turned out, that Ku’ud was semi-biological and crafted with high order magic, and very advanced. They found a bit of loot and a spell book.
After this epic battle, they went back to the middle of the mine and found an ancient shrine to the elven god of craftsmen. Inside the shrine they were attack by two Umber Hulks, and came close to a TPK. They were only four characters left, but still two CR 5 opponents were more dangerous than one CR 10 – mainly due to the incapacitating glare with a DC 15 Charisma save.
Next time, I’m confident that they will find the exit from the mine and return to the forest and begin exploring again.
I will upload the stats on Ku’ud on the blog later.
Last session the group found the magic machine that once powered the large iron mine they are exploring (and are caught in, due to a collapsing tunnel).
We began the session by rolling initiative. The magic machine is huge. Like the engine on one of the newest massive container ships. That means multiple levels of machinery, levers, crystal dials and buttons. And it was guarded by six automatons. Three medium sized ones that also could use an arm as a flame thrower, and three small spider-like automatons (similar to one of the types you can encounter in Skyrim).
The small drones were able to conjure a defensive shield (as the shield spell), which made them hard to hit. We only had four players at the very beginning, but luck was on the side of the players, so they managed the battle, without anyone going down.
I think it was a fun and well balanced encounter, with both ranged and melee attacks and saves being made to avoid the flame throwers. I’ve become a fan of abilities with re-charge, because you can add quite powerful abilities, that the players are scared of, and the randomness of the recharge keeps them guessing if the monsters can use them or not.
After vanquishing the automatons they found a second elevator down and the mine path continued to what could be an exit. The group decided to try and power up the machine, and after four days of work, they succeeded (it was a DC 20 Arcana check per day). I rolled random encounters for 8 hours per day, and they got one that I waived, because it was easy, but the half-orc Arak and their range/paladin leader Jarn, ran into a Black Pudding, and Jarn’s splint mail was basically destroyed.
Players may hate that situation, but I think it adds a fun tactical dimension, and force the players to change the way the play for a while. For example, Jarn’s ability to tank monsters is significantly reduced, until he finds a new armor. It also makes a CR 4 encounter fearsome, without endangering their lives (Jarn was at 2 hp at the end, but they would have won…)
After powering up the machine, which was by systematic trial and error. They could activate the elevators. They scouted the one by the machine with the Warlock’s clairvoyance ability, and saw a large room below with many, mostly empty, storage pods for automatons, and then moved on to the one hidden inside the foundry (see previous session).
Beneath the foundry they found a storage room for magical ingredients and a few spell scrolls. It also had a door and behind it another elevator. As they couldn’t see anything at the end of the elevator, except a tunnel, they decide to take the elevator down. Half-way they are asked for a password, and as they fail to comply, an air elemental is summoned into the confined space, and it attacks.
The air elemental can use its Whirlwind attack to throw people within its 10×10 foot space around, with damage dealt to characters hit by another character. It was not quite as dangerous as I had hoped, but with more failed saving throws, or a full party, it could have been a real mess!
At the foot of the elevator, there is a tunnel which has been collapsed on purpose. The druid figures out that he can shape shift into a giant badger and burrow a way through. Inside they find a couple of large rooms, with a 9-foot-tall automaton (golem basically) with crystal eyes and a slim elven-like rune covered metal body. The floor and walls of the room are all inscribed with text, and there are signs of a workshop. The automaton speaks to them, and tries to figure out who they are, and demands to be escorted outside, when it learns that they are able to go out.
The automaton is clearly sentient, but also not quite right in the head. It speaks to itself and has created a couple of naïve automatons itself. It also has valuable information. It tells them that the mine belonged to the Sestial family, that the Bones of Sarakhon are the enemy and that it intends to fight them. It has no sense of time, and appears to be quite bossy.
We end the session here, with three (I think) characters advancing to 6th level. The final meeting with the golem was great, because they can’t figure out what to do. Is the automaton dangerous to their settlement and future in this new land? Will it become a major threat? Or will it simply create confusion and damage their enemies? They can tell it knows things that they find valuable, but how much can they get out of it? And if they decide it is too dangerous to let out, can they actually defeat it, because it looks pretty tough? All are interesting questions. They also speculate a lot about, why it is there? Was it imprisoned and why was the mine abandoned? Does the automaton have anything to do with it?
Next time, they will have to resolve what to do with the automaton, and perhaps explore the last of the mine. I at least except it to be the final session inside the mine. Then we can get back to exploring the great forest above, and perhaps beyond…
So, I’m a bit behind… We had session 18 last Wednesday. We also played a evening of White Plume Mountain, which I hope to write about… but I’m starting in a new job, and with a 6-month old at home, there is a lot less time and energy. My main hope and priority is to continue the development of the campaign. I hope I can keep up the blogging!
Our first session after the summer holiday, was a solid session with a couple of fun encounters and some clever use of spells, but wasn’t a session that pushed the plot much further. Therefore, this recap will also be relatively short. From a challenge perspective, the encounters could have been ramped up a bit, to put the big group in real danger, but on the other hand, I don’t mind that every encounter doesn’t feel hard. It puts the hard ones into perspective.
One of the things I really enjoy is that the players and character begin to get some clues about the history of the world they are in. They can see for example that this magic is very advanced, compared to what they know, and they begin to speculate about the civilization that came before – sometimes correctly, and sometimes not at all. [More on that in session 18…]
The seven adventurers descended deeper into the mine, instead of moving through a horizontal shaft at their level. They ended up in a large cave, where couple of piercers dropped and a Roper ensnare three characters, and started to reel them in.
[I had placed the roper in the ceiling, but even so, they managed to get through its almost 100 hit points in short order.]
The druid was the final character, who was just about to be eaten 40 feet above the cave floor, when the Roper was killed, and the wizard had cast levitate on the druid, so he didn’t fall.
They explored the big lake in the cave and found a smaller cave with a dragon skeleton. Initially, only the gnome rogue and the druid went to the cave, and the rogue left in a hurry, when the dragons vengeful spirit (poltergeist with extra HD) attacked him. They went in the whole team wearily, and I rolled miserably, so the spirit was also killed, and the small dragon hoard taken.
From the cave, which was semi-natural, but with some signs of mining activity, they finally began moving back in the direction they believe they entered the mine from. The tunnel led to a large gate, which was protected by a double ward (dispel magic and fireball). They managed to set off the ward and move through the gate before they recharged. Inside they found a small foundry and the workshop where they built all the automatons they had encountered, including two new guardian automatons, which they defeated. Inside the final part of the workshop, they discovered a dial, which was like the lock on a safe. The gnome first failed to open it, and the room was filled with a Cloud Kill. That gave some serious damage, but they moved the cloud with a Gust of Wind, and decided to let the rogue try again (and he rolled nat 20). The lock opened a secret door to a room with an elevator, but it wasn’t powered.
The group figured that something must power the magical mine carts and the foundry and everything, and they were right. They rested in the foundry, Abbott, the group’s warlock talked about trusting Jarn, and Jarn explained how his order views users of magic, who have no code or creed or control, as witches that needs to be destroyed.
After a full rest, they moved on, an entered a room with a giant machine, guarded by more metal automatons.
Session 18 begins by rolling initiative! (which I view as the best way to start a gaming session)
As I was working on the Iron Mine dungeon for my own campaign, and reading various things online (including the AngryDMs articles on his MegaDungeon) I decided I wanted to write something about my high level dungeon design approach, and some pet peeves.
Obviously, every dungeon should have a story, and a history, which explains why it was built, what its function was and what has happened with it since it was built. Knowing these things will help you add the small details that makes the dungeon come alive.
To me, there are two extremes of dungeon design – the realistic and the fantastic – and a
whole lot of variations in between. Another way to look at them are complete dungeons versus ‘just the cool bits’ dungeons. An example of a complete dungeon would be Temple of Elemental Evil, where every little corridor is described and the Death Star, where we just see a couple of important areas, would be a ‘cool bits’ dungeon.
Gary Gygax leaned towards the realistic and complete dungeon. His gaming and inspiration starting point was actual medieval castles, and therefore many of the early published dungeons look somewhat like something you could find in real life – an example would be the Moathouse in The Village of Hommlet module.
The biggest problem, in my view, with many of the old school designs is that many of the dungeons are actually far smaller than the “dungeons” – in the broad sense – that you can find in real life, and Gary’s sources of inspiration are focused on medieval Europe, which limits the imagination. However, humans have built vast fortresses, palaces and constructions that dwarf what the early designers came up with for D&D. And until the Underdark became a thing, the natural caves in the real world were far more extensive than e.g. Keep on the Borderlands. Real world strongholds are also often very complex buildings with many complicated passageways and interconnecting rooms.
Furthermore, it is obviously not realistic to have 5 goblins living 20 yards and two doors away from a ferocious owl bear. Would you be living in an apartment if there was a wild bear living a couple of apartments away… even if you had a spear?
The influence of the real world architecture has also prevented many designers from actually thinking about how things would look in a high magic fantasy world. A castle is designed to take as many lives from the enemy as possible, while protecting the people inside from the attackers as much as possible for as long as possible. Therefore, you typically only have one or two access points from the ground level and towers from where you can better attack the enemy. But if you are a wizard who wishes to create a flying citadel using a castle seems to be a terrible design. Why would you want towers and battlements on your Citadel, when you might as well carve out a big rock with whatever you need. It would be much safer from dragons and armies of knights on griffons.
In my current campaign I’ve tried to think more about this for current and future dungeons.
The Published Designer’s Constraint: paper
The issue for designers who have to publish their stuff is that they are limited by the medium: for example, the paper size and the number of pages you can publish limits the designer. That seems to be one of the reasons why Gary G. cram so much stuff into each level of the Temple of Elemental Evil. Obviously it is also fun that every time you open a door to a room there is something interesting.
The designer also has to be able to communicate his vision with a map and text, which can be quite difficult. At home, you don’t need to explain to other people in text.
Your GM notes only needs to be understood by you. That’s a big advantage.
The realistic dungeon just doesn’t seem Fantasy-like to me, when you play a high fantasy game like D&D at least. With massive magocracies and enslaved giants, why would you build those tiny structures. As a lich, with endless amount of time, I would build something more imposing than Caerphilly castle in Wales – even though it is very grand in real life.
In your home game, if you want to make a big fantastic dungeon in a ruined city, you can make sections of the dungeon and cut out the boring parts. If your dungeon has a massive slave pit, make one big encounter against the slave masters and their pets, figure out how it connects with the rest of the dungeon, and then simply narrate the rest of the trip there.
The Iron Mine
For the Iron Mine in my campaign I used the approach I’ve described. The site has a historical background and fits into the world, and it has a twist, that I can’t reveal here. But it relates to a couple of the greater narratives in my world. For example, last session they found the foreman, who had locked himself up in a room and killed himself. The question is why?
The mine has been worked by the elves for perhaps centuries, so it wouldn’t make sense to have one page of graph paper with some 10×10 corridors and a few rooms. Therefore, I made several sections of the mine, connected with tunnels that were 30×30 feet, and hundreds of feet long, and explained to the players that there were numerous small side corridors, shafts and tunnels, which their characters would be looking into and checking out superficially along the way as part of the story, but that we would only go into full dungeoneering mode, when they arrive at significant parts of the dungeon.
Each section I made is sort of a mini-dungeon by itself, with typically 3-5 separate locations/rooms, and the sections function and history is incorporated into the overall backstory of the dungeon. And each section has its own map. The map connecting the sections is basically a flow-chart.
Some of the advantages with the approach are:
The mine seems like a more grand, fantastic and scary place, in my view.
The dungeon ecology becomes more realistic. The eco system comes more alive with more realistic space.
There is room for wandering monsters, as the players will never explore it all, and things can move around them, without the party noticing.
Time becomes more realistic. The characters have to move carefully hundreds of yards between points of interest, with resulting consequences for spells, light sources and resting.
Each section is easy to grasp by the players when they get there and I can explain and draw it quite easily.
When my players get deeper into the Iron Mine, I can write more about how I work with stories in my dungeons.
This is what I see as at the core of my design philosophy. Let me know if I’m off the rails, or what else should inspire me.
Last time I tried the AngryDM version for recapping. I’m not going to use that method here on the blog, as this blog-text is also a record of our game for me and the players. However, it works well at the table before the game (we tried it), and for readers of the blog, who are not part of the group, a short recap at the beginning could also be useful, so I will try to include it in the future.
I also want to write something about my approach to dungeon design and my pet peeves and preferences, but I will do it in a separate post. But a couple of things I try to keep in mind for this dungeon are:
Attrition of PC resources is key, which is one of the reasons why wandering monsters are important. They can interrupt rest and slowly drain spells and HP.
The order in which the group tackles dungeon areas should matter.
The group is exploring a distant continent. They live in a small settlement, and have been informed by the local elves of a valuable source of iron. When they get there, it turns out to be an abandoned mine, and the previous session ended with a gas explosion, the tunnel collapsing behind them and an attack by Grimlocks, which they survived…
Deeper into the Mine we go:
After defeating the Grimlocks, the group is somewhat burnt and worn from the explosion and combat, and have a short rest before they begin finding a way out. The aging dwarf Korrick, with his bum leg and mostly sage advice, is the only one who feels truly comfortable that deep underground. The young leader Yarn feels out of his depth (but conceals it) and the mysterious and socially inept half-orc warrior Arak has a hard time deciding if decapitating 20 Grimlocks is worth the effort. The mine is vast, but there is a monorail through the main mine shaft that they decide to follow. Initially they discover another vertical shaft after about 200 meters, and are attacked by a single Giant Bat (wandering monster), but decide to push on instead of going down.
At the end of the horizontal mine shaft, another 200 meters further on, they see light. They find a room with a stout door with a magical silver elven face on it, and a partly collapsed tunnel where the light is coming from. The elven face speaks and requires a password, and the light turns out to be from a dozen giant firebeetles feeding on the corpse of a big Displacer Beast.
They deduce that the area around the door is warded, the face is not a Magic Mouth spell, but more an intricate magic item, so they suppress the magic on the door and unlock it. Inside they find the former overseer of the mine, who has taken his own life with a magical dagger and carved a message into his desk:
“The End is coming. Defense is meaningless. I’ll see you soon honey.”
They could see that he killed himself. The door was locked from the inside. Does it mean that the elves awoke something in the dark? (Or would that be too cliché…??)
The group also kill the firebeetles and take their useful light emitting glands.
Next to the overseer office they also found a final shaft, which sloped down with stairs on each side, and with the monorail running in the middle. They follow the shaft down for about 150 meters before they reach an open area, with the shaft continuing down and two major exits. The open area also has a greenish light spilling from the side, and to one side of the open area they could see five copper cylinders connected to a sort of console with a handle and some crystal dials. The first thing they investigate is the console and the cylinders. The wizard simply pulls the lever, which releases five metal automatons which attack (had they investigated further, they might have found a way to avoid the attack by the automatons – thus it was an optional encounter). Impulse control is one of the things players/characters rarely have… The five automatons are tough with two attacks and high AC (and it doesn’t help that I roll five natural 20s during the encounter), but they survive with a broken nose and a bruised kidney (using my Crit system), so there will be some blood pissing.
They decide to have a short rest, but they hear another automaton approaching (random encounter). To my positive surprise, they retreat back up the stairs, and the automaton walks around a bit before it returns from where it came.
Finally, they investigate the green light, after passing through some sort of workshop, where they used to repair the automatons. It turns out that there is a room with natural light, and it is completely overgrown with plants, primarily vegetables, fruits and nuts – such as beans and tomatoes. The druid speaks with the plants and learns that something lurks within. They cautiously enter, and encounter three Gricks and a Grick Alpha. As I manage to miss with all of the Alphas bite attacks (doing 4d8+4 in damage), the encounter doesn’t become as dangerous as it is on paper. But I liked the jungle mood underground. Afterwards they find two adjoining rooms, which the ancient elves used for rest and relaxation, and they decide to do a full rest there, which we ended the session with.
Afterthoughts: Particularly group size
You could feel that we were “only” five players, as two players we unable to attend. Things went just a bit more swiftly. At 5th level combat begins to take longer, and having six or seven players can impact the game negatively, because the interval between each PC acting increases, it reduces the amount of spotlight time for each character and discussions have to be cut short(er). By having an appointed leader, the discussions lead to quick decisions in-game, which is good, and my players are good at rolling attack and damage at the same time, a player tracks initiative and so on, so we do what we can to alleviate it. However, we approach 10th level it is not going to improve. In our Temple of Elemental Evil game a couple of weeks ago, we also had 7 players at 5th level, and we almost only had one big encounter. That is ok for a major boss battle (and it was the Water Temple), but it is something I would like to avoid, and it wasn’t equally fun for all players. On the other hand, I have seven great players, who are all my close personal friends, and it is impossible for me to ditch anyone from what I think is a really fun group. Down the road, I may have to resort to rotating one player out each session, so we never are more than six players. But let’s see how it goes…
The session was heavy on combat and dungeon exploration. I think we had a couple of memorable encounters again, and some foreshadowing that worked to my favor.
I’ve been reading a blog post by the AngryGM on recapping, and he makes some good points (you can read it all here). For example, that the GM should do the recap in the beginning of the session, as he (or she) should highlight what was important previously –
not just in the last session – to make the story flow and set the scene, and perhaps even highlight things that the players didn’t really pick up on in one of the previous sessions. I think, certainly in long campaigns, that is a very valuable point for GMs. As a player, pertinent details have often escaped me, which influences my decisions.
That said, this blog post, and the ones before it – does not serve – entirely – the same purpose. It is a recap, so we will have a log of the campaign in years to come, but it is also a meta-discussion of what worked, and what didn’t. For me, it can also work as a reminder, when you run very long campaigns, as I tend to do.
That said, I will try to adhere to some of the rules the AngryGM has on recaps:
After a month of recuperation in the settlement, the party had decided to explore the area, where the elves claimed there were iron deposits, as they would be of great strategic value to the settlement. The party travelled along a crumbling road, going south, which indicated the grandeur and construction skills of the former civilization. The ruined villa they found along the way, contained both horrible corpse worms, that the group defeated and fabulous treasure, such as a magical longsword.
Finally, the group located an open mine, with crumbling structures in it, and a large mine entrance. The structures were explored before they entered the mine, which had strange monorail tracks with mining carts. In the first section of rooms they found giant centipedes crawling all over, ancient magical scrolls, piles of rust and a deep and wide mine shaft.
The pushed deeper into the mine, and in a vast room, the wizard’s torch sets off an explosion that collapses the hall behind them, trapping them in the mine, and leaving them in a dust filled cave, while being swarmed by grimlocks. The grimlocks are defeated, but the group is now trapped in an unknown cave system, deep underground with no knowledge of the way out and with many dangers lurking in the dark.
I think the scene with the cave exploding and the tunnel collapsing, kicking up a dust cloud, effectively blinding the group, before the grimlocks attacked, worked well. It was avoidable, and I made sure that I had prepared the other path in the mine (the mine shaft), so I wouldn’t have to rail road them, to make sure they got trapped. Role-playing and games are about meaningful choices, and it had to be meaningful if they picked one path or the other.
As experienced players, the piles of rust naturally created many nervous glances around the table…
Note: We skipped a session and played Temple of Elemental Evil instead, since I had several players cancel. So session 15 will be on July 6.
The session evolved around exploration of the road to the site of iron ore the players heard about from the elves. It ties in with one of my story-lines, which is the development of the settlement, from very vulnerable to a strong permanent settlement.
The game started right off the bat with initiative rolls for an encounter with two Displacer Beasts. They wounded the characters, but were overcome. I enjoyed that they met a creature they faced before. Meeting one Displacer Beast was a nasty surprise at level 2, but two were manageable at level 4-5. It demonstrates that they’ve advanced in power, which is always a nice feeling as a player. If I had rolled that four Displacer Beasts had shown up on the encounter table instead, it would have been an entirely different kettle of cats…
After some much needed rest, they continued moving south along the ancient road, and came across an ancient watch tower, surrounded by a low wall. Wisely, they decided to scout the place, and north of the ruin they found a tunnel, made by something fairly large. Whatever it was, they opted to draw it out, and using the bard’s bagpipes, the monster was drawn to attack. The monster was a homebrew creation; a large creature I named an Amoured Maw:
“It is the size and about the same shape of a rhino, but with shorter clawed legs, covered in hard, dark reflective scales, has a head that splits wide along its entire length into a teeth filled jaw, while the four fleshy tentacles growing from its back contains its sensory organs, as well as having nasty hooks on them. The Maw can burrow, but doesn’t do it fast enough for it to have a burrowing speed. It is an excellent climber though, using both its clawed feet and tentacles.”
The origins of the creature remain obscure to the characters, so it shall remain obscure here as well. It turned out to be a surprising, but not overly dangerous, battle for the group. The surprise was its reflective carapace (an ability the mighty Tarrasque has), that sent one of the Warlock’s spells back in his face, and the general toughness and damage output of the beast. The whole description and the reflected spell among the very first attacks, gave a nice ‘WTF is that?!’-moment, which I aim to have in this exploration focused campaign. But naturally, being 7 characters, they overcame a single monster, and went back to the tower, after figuring out that its lair was inside the semi-collapsed basement of the tower.
The tower itself was just a shell, but inhabited by 15 Stirges. They overcame a third of the
Stirges with a fireball and took a bit of damage while dealing with the rest. I had hope the party would go to the tower, clear it of Stirges, and camp there, setting them up for a night time encounter with the Maw, but they were smarter than that (which is good, I gues…). The players did note, how the tower is a good site for rest between the settlement and the iron deposit.
The next couple of days the kept moving south towards the site of the iron deposits, and close to the location, they discover a small lake, with a ruined villa sitting on its shore. Imagine a large more or less ancient Roman style villa left in a forest for many hundreds of years. Moving closer, they noticed some weird round areas of disturbed ground.
Tremors in the ground…
Just outside of the villa a Corpse Worm attack. A huge monstrous worm (but smaller than a Purple Worm), which smelled of rotting meat and had leathery skin, burst out of the ground. It attacked Weylin, the druid, from below and snatched him, and the next round pulled him down to its watery tunnel below. Jarn, jumped after (and rolled a crit). A chaotic battle ensued, with Jarn struggling down the collapsing hole the worm came through, trying to kill it, before it disappeared with Weylin, and the others trying to hit the beast with ranged weapons and magic, illuminating the worm with faerie fire, or helping Jarn getting back to the surface, before the shaft collapsed above him. Weylin manages to escape the jaws of the worm and activate his Staff of the Woodlands and summons a wall of thorns in the narrow water filled tunnel he is trapped in. The combined damage slays the worm, and Weylin finally grasps Jarn’s hand, who can pull him back to the surface with the aid of his companions.
Despite their wounds, they afterwards decided to search the villa, and they (surprise!) find a half-flooded cellar below. They enter the cellar, and soon Arak – the half-orc – falls through a floor into another tunnel, but his comrades manage to get him out, before anything emerges.
Next time, we will see if there are more worms? And what the iron deposit site actually looks like.
I think this session was dominated by a couple of fun and memorable encounters. As I’ve mentioned before, I try to modify and create monsters for around 2/3s of the combat encounters, because I want my seasoned group to never know what they are facing, and rarely know what they are vulnerable against or resists. Fortunately, D&D 5th is very easy to mold and change, as long as you don’t care about encounter xp and difficulty too much.
The encounter with the worm was the kind of combat encounter that I really like. A fluid scene in multiple dimensions, and not simply minis being moved tactically around the map (which also has its place, and is fun). It can be difficult as the DM to clearly give everyone a sense of what is possible, and where everyone is, but having only one opponent makes it a lot easier to manage – and combat happens quickly compared to moving minis around. I may not have followed the ‘say yes’ rule as much as I should, but I think it had tense and fun action – and a real danger to one of the characters.
The Wall of Thorns spell also showed itself as a ‘getting out of deep trouble’-spell.
The group spent one month in the settlement, working on down-time tasks and talking to NPCs, while eating Goodberries drenched in mayonnaise.
To make the timeline move forward and to make sure that the characters have a more natural progress these interludes are important. Often, players have this sense of urgency, and think if they don’t spend every day adventuring, somehow they are going to miss something or become penalized in the story, for example by bad guys spending that time plotting against them and building their strength. I hope they will learn that that is not the case. As one of the goals of the campaign is for the characters to become older and the settlement to grow around them, spending down time, building a home, or a base of operations even, and gathering resources is important. It is also good from an overall pacing perspective. And lastly, I dislike characters going from 1st to 20th level over a few busy months. That just seems quite unrealistic – if such a word can be used for fantasy roleplaying.
A significant element of the 12th session was the practical issues when you are an adventurer in a small settlement, on a far off continent, with no trading partners and everyone being self-sufficient: How to get food, build a shelter and craft better armor and other stuff?
The adventurers decided to solve the food issue with the Goodberries spell, which can sustain their entire group every day. The joke was that since the have the wonderful Alchemy Jug which can produce 2 gallons (8 liters) of mayonnaise every day they would be supplementing their diet of a single daily goodberry with a liter of mayo – each – which turned into jokes about offering presents of mayo and goodberries to the honoured elven guests and what the characters would look like when they started adventuring again after eating mayo non-stop for a month. Jokes aside, the Alchemy Jar continues to be a valuable item, as it can produce a lot of valuable liquids, when you are in an isolated settlement, such as honey, wine and vinegar.
There were a few key events and discoveries during the session:
It was a surprise to some that their gold and silver was worth very little in the settlement, but that everything had to be bartered for. I hope it provides a different perspective on what is valuable to them.
The group read the books they discovered in the hag lair, and the wizard, who wisely picked cartography as a proficiency, was able to determine the approximate location of some of the places named in one of the books, including the Colourless Bridge, which is inside the forest, and they learned the name of the ruined city nearby: Ivanith’laril. They could also see that the elves had made war against the Bones of Sarakhon and that they were undead.
The druid learned the local elven dialect, so now the risk of confusion is minimized when parlaying with the elves.
They wanted to craft a full plate armour, but were horrified at the time it would take them to craft it themselves, so they made a deal with the dwarf family living in the settlement. The dwarves would help them craft 2 full plate armours during the coming year, and they would assist exploiting the iron ore deposit that the group had learned about from the elves, and in return, the dwarves would get 1500 gp. and their iron bars. The gold they could send back to their clan, who could use it to get more dwarves to migrate to the settlement.
A trio of goblins scouts snuck into the settlement, but the characters captured one and killed the rest, and learned of some of the other goblin tribes and that their own tribe the Red Fangs, had an ettin ally and powerful goblin witches. And more importantly, that there is a town at the edge of the forest where the goblins trade with the hobgoblins of the plains.
The elves visited with an ‘official’ delegation, and they told them the location of the site with iron and that there is an ancient road leading there. They also learned that the edge of the forest was about 400 miles from the settlement, and that the area around the Colourless Bridge is haunted.
At the end of the session the group began their journey south through the forest along the ancient road, and during the first night Sir Jarn was jumped by a couple of Displacer Beasts – which means next session begins by rolling initiative.
I actually love starting a session with combat, and in one campaign had the rule, that all sessions started with an initiative roll, potentially as a flash forward scene, because the combat really gets the players focused right away.
A couple of things worked really well this session:
Letting them research old books and speak to the locals and from that begin to fill in some blanks on the vast hex map is fun and tantalizing. The only down side is that every time I bring up a new location they haven’t visited, half the group immediately wants to go off and explore it right away… But that is also kind of the point of the campaign!
The moral and societal choices that happened when the Europeans came to the Americas are beginning to show themselves. For example, it is clear that the goblin tribe nearby will never let them farm and prosper in peace, so at some point they have to be destroyed, even though they are the natural inhabitants in this place – the situation is very similar to the one describe in this podcast Apache Tears between the Apache and the Mexicans and U.S. settlers. Furthermore, the friendly elves certainly don’t mind some powerful allies against the hobgoblins, as the settlement has a minute impact on the forest, but what happens years down the road when more and more settlers arrive?
It isn’t negative as such, but the reality is that if you have a large group doing down time and NPC interaction in a settlement, the actual ‘screen time’ of each character is reduced significantly. As a change of pace the session was good, but we all prefer more action and adventure.
The game session became a sort of ’in-between game session’, where the group finished looting the dungeon, met the local elves and had a long talk with them for the first time, and got into another big fight with the undead, where the power of the Staff of the Woodlands was demonstrated.
I’ve also been looking at making a post about magic items, and how you can make the discovery of powers progressive, spurred by the comments in for the last post (here The last post), but I haven’t had enough time to finish it.
Events of the session:
At the end of the previous session, the group had killed the aberrant plant monster that lived in the ruin, and they commenced looting and exploring the final sections. They went outside a couple of times, but neither the ranger nor druid passed their wisdom check, so they failed to notice something important. They discovered a statue of an elf, which held out a stylized map with a mountain chain with the mark of the throne on it. They found a secret room with treasure, including 50 pounds of iron and finally a room where dark seeds of the abomination were grown. They decided to burn the seeds, but the group was low on resources and had no fire magic left, so Arak, the strong half-orc cleric and Jarn, the ranger and leader, goes into the forest to get firewood. That is when they see the column of smoke that rises from the pyramid from all the burn vines inside the dungeon. They drop all the collected firewood and race back to the pyramid (I must say I liked this moment, when it dawned on the players what their actions meant).
The wizard’s familiar, Steven the sea gull (pun intended), is sent out to scout and Arak stands guard on top of the pyramid. Steven spots a large-ish band of goblins heading towards the pyramid, and Arak actually notices one of the local nomadic elves hiding in a tree. As the group is low on HP and spells they decide to retreat. After a while they make a short rest, the druid gains access to ‘pass with out trace’ and they escape the goblins, who spent some time scouting the ruin (if the characters had decided to stay other interested parties would have shown up, which would have been all kinds of fun!).
After escaping the goblins, on their way to the place where they met undead the first time, they are attacked again by a group of more than 20 undead, marching towards them. There is a 5th level spell caster and the equivalent of a boosted Wight among them. It turns out that even though skeletons aren’t that dangerous to 4th level characters, if enough attack, they become a problem…
This is where my concern from last time, concerning the Staff of the Woodlands, was partly laid to rest. The druid use the Wall of Thorns spell from the staff and kills 6 skeletons with it, and a further two are pushed into the wall with a Gust of Wind spell. It doesn’t break the encounter at all, but it takes it down to a more manageable level. They are still under a lot of pressure, but they survive. If he had used it on the two ‘bosses’, they would take significant damage, but wouldn’t be killed outright. Obviously, in open terrain it is less effective than in a dungeon, where you can seal off passage ways.
The leader, who seems to be an undead orc with a magical scale mail, has a message crystal (like a simple recording device) with the following message:
“Deploy your companies north west of the city, and keep our lines of communication open with Fort 25. Commander Osandros will deploy to the south towards the Colorless Bridge. Reinforcements will be allotted as they arrive. This is the order of Belsokh Six Fingers. For Sarakhon!”
The characters who have been studying the books they found in the hag lair, recognizes Sarakhon from the name of the enemy an elf led an army against – they were called The Bones of Sarakhon.
The next day they locate the cave where the undead came from, and where they had been lying for several centuries. They also find a copper sheet, with an etched map showing the location of both Fort 25 and Fort 26 and the ruined city they’ve passed by earlier. They speculate that the undead were making war on the elves in the area long ago.
When they emerge from the cave, an arrow with a flower attached to it, is shot at the feet of Jarn. He shoots the arrow back, and a small group of elves emerge. They proceed with a trade, and then they begin talking. The elves clearly find their settlement unwise.
The group learns some important information though:
Hobgoblins live on the plains beyond the forest, and come into the forest to capture slaves. At some point, if they wish to live in peace, they have to deal with that threat.
There are many goblin tribes and they are sure to end up fighting them.
To the south lives Osganithmoth Suneater, an old green dragon, which fortunately sleeps right now, but its offspring infests the forest.
They watch over the ruined city, to guard against the creatures coming out of it. The demons that dwell within cannot get out though for some reason. Inside there are many monsters, among others a group of giants that wandered in from the hills to the south west.
They don’t have access to metal and are interested in trading.
They know of a source of iron, but it is a dangerous place.
The location where Fort 25 is supposed to be is a dangerous ashen wasteland.
When they were done speaking with the elves, we ended the session.
Perhaps Osganithmoth looks something like this… Scale seems pretty accurate! Art by Mike Azevedo. Check out more of his very cool stuff here: Link to Mike Azevedo’s art
We will finally have an extended period of down time, and they can use some of the time to get to know more of the local inhabitants. It should strengthen their connection to the community and make them feel more a part of the settlement.
The campaign also opens up, and they discussed what should be their next target: the iron mine, fort 25 or the ruined city. They decided upon the iron mine, as it would be an important resource for the settlement.
Perhaps this will be our first session without an initiative roll…? But then again, maybe not…
After our last session, where the main focus was the characters purging an aberrant plant monster from a dungeon inside something akin to a large stone foundation, my thoughts have centered around magic items and treasure.
At the end of the session, they discovered that this abomination had gained energy or the like from a tree, which turned out to be a Staff of the Woodlands (a Rare item). My idea was that the creature sort of fed from this tree and almost had withered it. Thus, my concern about the balance of the staff was secondary. But avoiding highly imbalancing fat loot, and avoiding a monty haul campaign, is important. But I have a few considerations that I need to take into account.
I have seven 4th level players, and currently four of them have a magic item that aren’t consumable: a shield +1, a Wand of Secrets, an Alchemy Jug and the Staff of the Woodlands. With seven players, I need to hand out quite a lot of stuff, before everyone feels overloaded with magical items, and thus many magical items isn’t unbalanced in itself. It is the fact that I have 7 players that makes the game harder to balance (so I kind of skipped balancing encounters to the party).
Remembering our old AD&D Forgotten Realms campaign from high school (the player playing the wizard Welk was the DM), which I enjoyed very much, magic items were relative scarce, but the ones we had were quite significant to our characters, so at 12th level I had maybe 3 permanent items. I really liked that, and I think it is worth emulating.
Staff of the Woodlands is on table G, and can be awarded at random at any level (although the likelihood in a 0-4 or 5-10 level hoard is low).
The staff has a limited number of uses per day. It has a number of abilities, including casting Wall of Thorns, which is a 6th level spell, and very powerful, but the Wall of Thorns takes up 6 of 7 charges. If I run one encounter adventuring days, it can be a problem. But I intend to have multiple-encounter adventuring days, which makes it more of a choice to use the power. Furthermore, as I’ve more or less ignored balancing encounters, it can be important for them to have a method of escaping an encounter or dividing an encounter into more manageable size, if they bite over too much. And as they only gain 25% xp from encounters, but additional xp from exploration, it matters less that they can handle more powerful creatures. The lesser powers, and the fact that it is a +2 weapon, will have much less impact on the story, but will be quite useful to the druid.
My preliminary conclusion is, that I would rather hand out a good number of consumable items and a few relatively powerful items, than scatter many +1 shields, armours, weapons and other uncommon items around the game. If each character has the chance of obtaining one Rare or better item from now and until 10-12 level, that is fine by me. Hopefully, some of these items will become important aspects of their characters, and help it become a memorable campaign of heroic characters. And hopefully, they don’t become too powerful and collapse the ideas in the campaign… We will see how it goes. It is a sand box after all.
And now for the short recap of last session:
The group discovers the inner laboratory of the witch they defeated in the previous session. Inside they find a number of interesting items, including some sort of silver rod, which appears to be a key to something, a portal to the Warrens (the world between the prime plane and the outer planes) and some ancient elven books. The druid and wizard begin deciphering the content of the books and advance their skill in the local elven language, and they decide not to open the portal, even though it is a possibility (the campaign could have taken quite a turn, had they decided to go through. I know where it leads, but prep is sketchy). Instead they went back to the ruins, with the sort of top less pyramid shaped structure, and went inside. The dungeon contained thick vile creepers that attacked them, and they burned their way through part of the dungeon, reaching the center, where an abdominal plant creature lived. They attacked its pulsating heart and overcame it, and found the Staff of the Woodlands at its heart.
I had, by design, made several entrances to the dungeon, which meant they could clear out all of the abominations pods before they faced the creature itself. For each one they killed, it would have one attack less (minimum 2). It had a ton of damage potential, but it was one of those evening where I rolled poorly, so the group overcame a very powerful creature more easily than anticipated.
I look forward to them delving more into the books they found, and the campaign is opening up to a lot of options now.