The Deserted Wizard – a D&D adventure

This is the first part of a three part recap of a D&D adventure. I also include some thoughts on design. 

The group decided – in the previous session – they wanted to explore the large ruined city that lies half a day’s march from their settlement. It is the first time they enter the ruins, and I wanted it to be memorable and give the players and characters a good sense of the danger and conflicts going on inside the ruins. The ruined city is also a centerpiece for the campaign – an almost irresistible adventuring fun-land – but it is de facto optional for the characters.

Design choices

The ruins is my own combination version of Myth Drannor and Parlainth, two city-ruin box sets that I have always enjoyed, and that I know tickles the imagination of players.

parlainth myth drannor
Two ruined city mega dungeons, but designed very differently. I don’t think I’ve used any RPG box set more than Parlainth. 

Like in the Parlainth box set (from Earthdawn) I’ve divided the ruins into a number of districts, and added a few key locations and a faction or two to each. By making a ‘purpose’ and framework for each district, it become easier to improvise, created random encounters and to describe each district in a distinctive way.

The characters already knew from a celestial they met in the Warrens, that he was unable to enter the ruins, and they know of a fey queen trapped inside, and the power of the ranger has told them that there are plenty of demons inside too.  So clearly, not everyone can move freely in and out, for some reason.

From a design perspective, the feature that some things can’t get out, means that there is a contained, mid to high level adventuring zone, close to their home base. The fact that it is contained means that the characters don’t feel forced to remove this danger close to their settlement immediately. On the other hand, it adds tension that they have to fear messing with whatever contains the monsters inside the ruins, as that would be a potential disaster for the entire region.

Inside the leaders of the various factions can be powerful allies and sources of information, particularly of the ancient history of the land. They can also be major plot movers, but they don’t have to be. Which is why it is optional. If the players chose to engage with one or more of them, the appropriate plots they are involved in can be affected.

Session 27 – setting the stage

I introduced an actual quest set out by the governor, which gave them an objective. The first wizard that came with the settlement, a diviner named Corbian de Juxa, had deserted from the settlement and went into the ruins with a group of soldiers, whom he had convinced to follow him. He believed someone important was trapped inside.

The group – which for this session only had four characters present – went to the ruins, and outside the walls encountered the elves, who guard against creatures coming out. They were warned by them, not to let anything dangerous out, but were also shown to the point where Corbian and his men entered the ruin – one of the broken towers in the wall surrounding the city.

Mezzoloth-5e
Mezzoloths are the regular soldiers of the Yugloth armies.

From the inside of the tower they can see a building that matches the description Corbian gave to the governor before he deserted, and they head for it.

In a ruined road, in what was a residential area with many 3 and 4 storied buildings, they are attacked, and the attackers open with a Cloud Kill. The attackers turn out to be three Mezoloths supported by a pack of armored hounds led by two hell hounds. They fight fiercely, but the fiends don’t fight to the death. All three Mezoloths teleport away when they go low on hit points, and the group manages to defeat the hounds.

However, they spent quite a lot of resources to do it. They therefore decided to have a short rest. At that point they get a second random encounter, which are two mind flayers with a pack of goblin slaves. They don’t see the hidden players, but the player on guard sees them searching the place where they fought the yugloths.

The mezzoloths were a fixed encounter, as I need them to set up a meeting in before they exit the ruins. The mind flayers were a random encounter, but worked well as foreshadowing. 

At the end of the session they reach the building they were heading for and try to enter through a balcony door, but the fighter, Arak, is hit with a disintegrate when he tampers with the door and barely survives.

Fiends, cloud kill spells and disintegrate traps and the rightly feared mind flayers sets the stage for the ruins, shows them that they’ve move up into a ‘new league’ and it foreshadows future encounters.

More on that in the next installment…

A Walk in the Woods (session 24-26)

After this update I will be only 2 sessions behind in having a synopsis of our game on this blog! I’ve been struggling simply to get prepared for each session, which means there has been no time for the blog. Unfortunately. So this is a bit of a long read.

The walk in the woods begins after the party defeated the second hag of a coven in her massive crystal tower.

When I began planning this part, I had to consider strongly how many game sessions I wanted this journey of hundreds of miles to last. There were many points of interest on the map, and the potential for a lot of encounters, but I didn’t want them to spend too much time on this part of the campaign, as it wouldn’t result in much resolution of any of the main plots. That said, the trip underscores my exploration theme, and it was their first big introduction to the wider world around the local area of their settlement. So I used the trip to expand upon the knowledge of the world and planted a few potential plot hooks and adventuring sites.

Session 24

The characters start their journey through the crystal forest south to the more regular vast woodlands where the settlement lies.

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The Alseid from Tome of Beasts, which I wrote about in my last post.

Inside the crystal forest, they find a Alseid (a sort of deer centaur from Tome of Beasts) infected by the crystal and ripped by a large creature. Some hours later they are attacked by four land sharks infected with the crystal. The characters defeat them with some luck.

A couple of days later they reach the regular forest, and they notice that the elf Sekhlas is a bit nervous by the whole thing.

At one point they rest in a small cave, and it turns out it has a sprite guardian, who gifts them with some sleeping poison, after a bit of mischief.

After a few more days of travelling they reach the area of the elven tribe, and they arrive at their camp one evening. They parlay and agree to let them visit the tribe. Here they are hospitably met and they establish good relations with their leader. He agrees to supply them with information and assistance in their journey in return for help with destroying a band of hobgoblin slavers that have entered the forest.

The group has already learned from the centaur they met that the hobgoblins live on the plains and are building a great city, so this is extra information for them.

Session 25

The group finds a good place to ambush the hobgoblins, which has a captain, more than 30 warriors, a few armored ogres, two low level clerics, and a warlock among them. But the advantageous location (based on great survival roll), and a couple of fireballs, ensures that the group has the encounter well under control.

The information they get is important. First of all they learn of a black dragon living in the ruins of a keep by a ruined bridge, and where its territory lies. They learn of the Land of Decay, which is full of fungi, and a goblin tribe in the area they have to pass through. They also learn of the elven tribe Two Tears, across the river, and how to contact them.

4e_black_dragon
They didn’t want the treasure of an adult black dragon. Perhaps wise, as it is CR 15, with some additions of my own…

The group deliberates and decide to sneak across the river as quickly as possible and move south. They avoid an encounter with the dragon, and obtain elven guides through the forest until they reach another big river, where they can see ruins on the other side and pillars of an ancient bridge.

The ruins on the other side are on a hill and desolate. It also looked like someone made a fortification inside the town by digging a deep trench and throwing up ramparts in a large circle. They enter this area and discover it is another fort, called Fort 27 (they already heard of Fort 25). They find two magical flags and a tunnel has been dug in the middle of the fort.

Down in the tunnel they discover rooms that were the site of intense combat with lots of bones, broken weapons and sign of spell damage. When they enter the central chamber, they are attacked by a Neothelid.

Session 26:
The full group of 7 level 7 characters deal swift death to the CR 13 Neothelid with 325 hitpoints. It doesn’t get a third round. It is a demonstration of the difficulty of balance with more than 4 players. A single monster needs multiple actions and the ability to counter player moves, if it is to survive. OR perhaps I should add 75% hitpoints for more balanced encounters? It was fun though, and had one player missed a save, they might have been in much greater trouble.

Beyond the Neothelid they locate an ancient war council chamber, with the bodies of two ancient commanders, their magic items, and three message stones with the following ‘voice recordings’.

Ascendant_runestone
The message stones look something like this, and can easily fit in a palm.
  • Commander, proceed north and delay hostile forces approaching Ivanith’Laril. Archmages are working to protect the Towers of the Stars, but they need time. Make sure they have it.
  • Commander, you will receive reinforcements. The 8th Legion is retreating towards your position. Secure the bridge at Serahin. The tirelessness of our allies should enable you to fortify the position against the horde and buy us more time. That, and King Wailmorr’s mercenaries, may be enough.
  • These are the last words of Commander Thelketh. Our position is almost overrun. Our allies’ efforts have ensured we have lasted this long. I never would have thought to end up owing them a debt. We saw the flash from Fort 25. Gods have mercy on them. The other forts must be overrun. Whoever finds this, please pray for my soul.

They conclude that the elves actually were allies with the undead Bones of Sarakhon. And that the Towers of the Stars are inside the ruined city close to the settlement (more on that next time…)

And all this ties in to the backstory of the world they are in. And a small pieces of the greater jigsaw puzzle. 

Ash_Spawn
The idea for Ash zombies were lifted from the Ash Spawn of the Skyrim expansion. 

On the final leg of the journey the enter an ashen plain, where nothing grows, and it turns out, the barrier to the elemental plane of fire has been worn thin. They cross it, and meet some Ash Zombies, and at the center find a very large crater, with a big fire elemental in the middle, surrounded by Ash Zombies and mephits, and in the heat haze they can glimpse into the elemental plane of fire. They decide not to approach the elemental and move on.

Beyond the ashen plains they travel through the woods and finally get back to their settlement. The final surprise is that the barmaid Lara is pregnant, and the young paladin Jarn has had a very close relationship with her.

A Monster Review: Volo’s Guide and Tome of Beasts

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You can find Tome of Beasts here: Kobold Press store

I recently acquired two monster books: Volo’s Guide to Monsters from Wizards of the Coast and Tome of Beasts from Kobold Press. The Tome of Beasts turned out to be the most expensive monster book I ever bought. It was sold out in my local game store, and they didn’t have any copies on Amazon, so I decided to buy it from Kobold Press in the U.S. When you included shipping, it was already pricey. Then they picked it up in customs, and added a fee. Then the tax man came and added his value-added tax of 25% to the customs fee (yes, crazy, I know). Ultimately, I paid more than 150 USD for Tome of Beasts and another 50, plus shipping, for Volo’s Guide. Was it worth it? So far, yes.

 

I – obviously! – haven’t read them cover to cover. Who does that with monster manuals? I’ve flipped through them several times and I’ve used monsters from both – and will use the fearsome Neothelid in my next session, and can see many more that I’m likely to use.

500 monsters

The two books are quite different. Volo’s Guide is not just a collection of monsters, but contains lore to a lot of the classical monsters (goblinoids, beholders, gnolls, giants, beholders etc.), several new playable races, 7 cool lair maps and a collection of around 100 monsters. Tome of Beasts has more than 400 monsters and some lore for each, with special Midgard lore in boxes for many of them. All of it in full color.

flind
The most dangerous gnoll – who are now all demon spawn. Get the book at Wizards: Wizard’s products

Both books have a lot of cool and useful monsters. My favorites include the gnoll variants and all the illithid creatures in Volo’s Guide, but there are many classics, like the Cave fisher or Tanarukks. In Tome of Beasts some of my favourites are the Clockwork creatures, Rotting Wind and Mordant Snare.

Tome of Beasts significantly expands the fey portfolio, which is useful for my campaign, and also has plenty of undead, which are almost always useful.

Ultimately, the monsters in Tome of Beasts are better suited for my home brew campaign, but I will be using the various beholders and illithids from Volo’s as well. Most of the lore in Volo’s isn’t useful in my current campaign, which also reduces its usefulness.

The negative – too low CR

One of the reasons I will by using more from the Tome of Beasts is the – to me – relatively low CR of most of the creatures. This touches the core issue for me with both books. Too many of the monsters that are likely to be the focus of a story or session, and mostly meant to be met as single creatures, are too low Challenge Rating. And there are not enough creatures which characters of mid to high level might meet in groups. One example is the Clockwork creatures. They range from CR ½ to 6. If am to use them with my group, which is already level 7-8, and has seven characters, I will need to buff them significantly.

ulitharid-5e
The not quite mighty enough Ulitharid… 

For the original Monster Manual it makes sense that the selection of creatures is skewed towards the lower CRs, but why make the Cave Fisher CR 3 with 58 hit points, or the very rare master mind Ulitharid CR 9?

But all in all, they are two great products with great value for years and years of D&D campaigns, which is good, given how much I ended up paying 🙂

Why should I especially buy Tome of Beasts?

  • If you just love having a ton of monsters
  • If you need a lot of Fey creatures
  • If you run a desert campaign
  • If you use a lot of undead
  • If you run the Midgard campaign setting from Kobold Press.

Why should I especially buy Volo’s Guide?

  • If you want more character races
  • If you use a lot of humanoids in your campaigns
  • If you like to have quick drop in content
  • If you want more lore for many of the classic D&D monsters
  • If you like beholders and mindflayers

Session 22 & 23: The Crystal Pinnacle

These were two relatively encounter heavy session, where the characters enter the lair of the (buffed) hag Arasekha, but sessions, where they sacrifice important things to gain knowledge that will move the plot forward.

Sacrifices for Oracle

We began the session by the well, where Xarzon, whom the paladin identifies as being a celestial, still sits waiting for them to leave, so he can use the oracle himself.

There are seven players present, so when the player of Korrick, the dwarf fighter/bard, asks Xarzon, what you must sacrifice to learn something, not everyone hears. That becomes important.

Korrick decides to sacrifice his new Ring of Protection +1 to the spirit in the well, and the huge spirit emerges from the well and answers Korricks question on the nature of the curse that afflicts his clan (more on that later).

A little later, the gnome rogue, who together with the group’s wizard stole some sort of item from the monastery the wizard grew up in, decides to do the same, but choses to sacrifice 30 silver and some blood. Obviously, 30 silver is far from enough, so the spirit snatches some of the offered life force and the gnome is deducted 5 hit points – permanently.

Both characters got some relevant information that potentially will change the future decisions they might make.

green_hag-5e
The green hag of the MM was too weak. Arasekha was a 10th level diviner, with extra HP and Lair Actions. Her older sister is worse.

The lair of Arasekha

The group then continues and find the exit to the lair of Arasekha, and when they pass through the portal, they emerge on a platform suspended more than 100 feet above the crystal forest on the side of a huge crystal spire (300 feet high). They are immediately attacked by a group of flying crystalline creatures, and they take some punishment. They dare a short rest, hoping that the witch hasn’t set an alarm, and succeed.

Exploring the pinnacle, which is a maze of hard to navigate crystal halls and corridors with multiple reflections of everything, they first find a garden of crystal plants with an elven caretaker. He is pruning the plants with a mithral dagger. They engage him in conversation, and he stalls until “his” minions arrive. Three groups of crystallized centaurs and hobgoblins charge towards the room. The elf turns out to be some form of simulacra and he shatters when hit, and the minions are engaged with fireballs and other potent magic, and fall before the group.

They push on and enter a large room where a group of crystallized hobgoblins are experimenting with the crystal. And we end session 22, ready to roll initiative.

Session 23

The following session the group fights the hobgoblin laboratory workers and a crystallized deranged hill giant. They defeat them without too much trouble and find hobgoblins immersed in a solution, which seems to expedite the growth of crystal, and an elven prisoner, who is mostly infected with the crystal, which seems to be spreading like an infection. She begs them to kill her and find her imprisoned brother.

The leader Jarn decides to try and find the prisoner, before they deal with the witch. They succeed and locate him together with two centaurs. After the jailers attack, and are defeated they make for the tip of the pinnacle.

At the top they find Arasekha, who is guarded by a couple of crystalline elves in a small throne room. A battle begins, and she summons simulacra of herself to divert their attention, while casting wall of fire and other spells. The group responds with all they have, using summoned panthers to attack the simulacra, to locate her true self. After a fierce struggle they defeat her, loot her sanctum of spells, her Staff of the Seer and a few other items, including a very finely made mechanical beetle.

The spire begins to collapse, and when they reach the portal, it collapses. The Warlock use his feather fall spell to let them escape, without having to brave the collapsing spire. When the session (and 2016) ends, the group find themselves in a crystal forest 100s of miles from their settlement.

What went well:

  • The crystal spire was an evocative setting, and with five major rooms/encounters it also had the right size.
  • The final battle with Araskeha was fun and had good features, lair actions and odd surprises in it.
  • The use of the oracle helped propel the plot forward based on player actions.

What could I have done differently:

  • I should have used Arasekhas ability to speak and act through the crystal even more to make her even more evocative and interesting.
  • Her minions at the final battle should have been just a bit tougher to make the encounter a little more challenging.

 

 

 

Planar travel for dummies – session 21

In this session, my players wander into the planes for the first time, and therefore I will write something on how I see the planes in D&D and how I’ve changed it for my home brew world, in addition to the normal session recap.

A couple of the issues I have with the planes in D&D are that there are so many of them, that the facts concerning the planes are ‘true’ and that most of them are infinite.

The problem with the fact that there are so many is that most characters – and thus players – will so rarely visit the same ones that they never gain any familiarity with them. The planes fail to become an integral part of the game world. In a typical campaign you will maybe visit one plane, so unless a campaign is centered around one of them – invasion by the City of Brass or the intrigues of the unseelie courts – they don’t play a big role.

sigil
Sigil is probably the most interesting city Wizards or TSR ever made, and it doesn’t exist in the prime material plane. 

But on the other hand, the planes are infinite. They must therefore have many more interesting places and beings than the prime world, which annoys me, because the prime world should be the most interesting (Sigil is in many ways a more interesting place than Greyhawk or Waterdeep). And there are known ‘facts’ about them (you can look them up in the DMG), which makes them less mysterious.

 

The prime world is more complex and finite and therefore more manageable and interesting to explore (as it should be), but the actual interaction with these far planes should be part of the adventurer’s lives and understanding.

My approach
To improve on this (in my opinion), I’ve made some changes to my multi-verse. The key ones are below. Others I will not write here, as my players are unaware of them, and I like to keep it that way.

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In Earthdawn powerful monstrosities lurk in the Astral plane, and some even exists in both planes at once.
  • First of all, I’ve combined the Feywild, Shadowfell and the Etheral plane into one and called them the Warrens (inspired by Steven Erikson), and that plane mirrors the prime plane, like the astral plane in Earthdawn and the umbra in Werewolf the Apocalypse.

 

  • Secondly , I’ve changed several spells to fit this, so when you detect or divine you see through the Warrens and when you teleport or misty step or whatever, you actually walk through the Warrens, where time and distance works differently. As the Warrens are a mirror to the prime world, it also means you can’t teleport across an ocean, you need a vessel inside the Warrens, which would enable you to cross the ocean faster. There are also beings inside the Warrens, many of them powerful, so you have to tread carefully.
  • Thirdly, there is not one, but several explanations to what they are and how they work – just like we can discuss the nature of the divine. The two my players have heard are: Some say the Warrens are a failed version of the prime world that the first gods discarded. Others that the presence of magical essence in all things naturally creates a mirror state.

These changes have the effect that the Warrens are relevant in basically every session and that the players slowly learn more about them.

It also underscores the main theme of my campaign: exploration. The Warrens is a place you explore and it is part of exploring the prime plane.

Also, instead of simply teleporting from one place to the other they have to travel everywhere, and have to consider if the advantage of going somewhere quickly outweighs the risk of meeting something very dangerous. This also underlines the theme of the campaign.

The session:
When the characters stepped through the portal (only 3 out of 7 players were present) they were immediately set upon by vengeful animal spirits, which they relatively easily defeated but they damaged them. The portal was located inside the Warren’s version of the hollowed tree.

They then began investigating the tortured elf who was crucified nearby and concluded that he had lost his soul. Then the Horned Devil and its two henchmen (bearded devils) were summoned and another fight ensued. It appeared that it had been promised their souls.

devilhorned
5th edition Horned Devil. A CR 11 monster taken out by 3 level 6 characters. Maybe I was easy on them?

To explain the presence of more characters and make they fight more appropriate, I ruled that the non-present player’s characters engage the two bearded devils. The three remaining characters then sniped away from a Fog Cloud and managed to banish the devil.

Outside of the tree, the woods of the Warrens were eerily quiet and unnatural, with no sun and with the great trees casting long shadows. Two paths had been marked through the Warrens, and they knew that to navigate the Warrens away from the path would require a stern focus (successful INT or WIS checks). One path was marked with skulls another with small crystals. They chose the crystal path north, which should lead to the middle sister.

After a few hours journeying through the Warrens they spot a corpse of an elf by an altar holding a staff with gems. They move away from the path to investigate, and when they get closer suddenly the path has disappeared, as has their four companions, and the elf turns out to be a skeleton holding nothing. At that point they are set upon by shadow bats and a weird sylvan creature with the legs of a hind and razor sharp teeth that sucks blood. They defeat them after a fierce battle and search the area as they can’t see the path anyway. In some ruins nearby they find her lair and a cloak woven from living plants and shadows and decide to rest.

They steel themselves and locate the path again, but they can’t see their companions anywhere. As the move on, they come upon a fight between a big dark skinned man wielding a beautiful great sword fighting a pack of very cunning regenerating wolves next to a mysterious dark well. They enter the battle on his side and finally slay all the wolves, which coalesce into one rangy man wearing wolf-skin.

malazen
Very complex fantasy series, highly influenced by Black Company, and grew out of an RPG campaign. One of my favorites. 

The man, who is named Xarzon, thanks them and they talk. It turns out the man was hunting him on behalf of a former employer, whom he has a disagreement with. He was a dangerous Dissembler – a shape shifter that can turn into multiple beasts (also stolen from Eriksons novels). He also tells them that the well has a spirit in it which serves as an oracle, if appeased correctly. He also tells them a few things about the Warrens: that they are strange beyond the vast space of the north, that the land is under some kind of curse and that the eldest of the Sisters of Sorrow dominates the trolls in her area and has made a pact with one of the Lords of the Nine Hells.

He also gives them a ring of protection as thank you, and with the loot of the Dissembler, it was a rewarding session.

Curse of Strahd – a review from a player perspective

Curse of Strahd is the best published adventure that I’ve ever played in. The atmosphere is fantastic, the locations, NPCs and villains are interesting, tragic and funny and the campaign requires you to play skillfully. And I must say, played in, not played to the end, because we TPK’ed about half-way through… I will keep the review spoiler free. Perhaps you will buy it for your DM? DM’s like that kind of sucking up (you can buy it here)!

Curse of Strahd can be improved (or modified) though, and I hope any DMs who run it will consider my perspective. As a reviewer, my challenge is that I haven’t read the campaign. I’ve only played in it, and therefore my DM’s choices, awesomeness, mistakes, additions or oversights is reflected in my opinion.

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Cover of the original 1983 module.

The sand-box campaign is a remake of the original Ravenloft module. The original mainly focused on the dungeon – the castle itself. The remake is bigger and contains Strahd’s domain of Barovia and several locations and many NPCs living there.

We played with the Rest Variant – Gritty Realism (DMG pg. 267), with the change that you could use HD to regain spell slots. I think this added a lot of tension to the whole story, and helps create a more realistic timeline.

What I really liked:

  • Lore, which is important to your survival, is scattered all over. Every time you speak to an NPC or find a new location, you have a sense that there is more pieces to recover for the grand puzzle. It made the world feel important and alive, and exploration and paying attention to detail was essential.
  • It is difficult. It is hard to judge what locations are the most dangerous, and you feel very vulnerable in the beginning. We got somewhat overconfident though, which was stupid, and partly led to our demise. It feels like Skyrim without the save functionality.
  • Loot and good equipment is scarce. The supply of goods in Barovia is limited, and stuff like armor and spell components are hard to get. It added a fun dimension that we had to struggle for items even at level 5 and 6.
  • The mood is awesome, and there are some great stories and people and sub-plots in the adventure.
  • dnd_curstrahd_tarokka
    The Tarokka cards help define the adventure, for example who you can expect to be your ally or Strahd’s weakness. But they are cryptic ofcourse.

    The card mechanic that helps define the campaign (and was in the original, I believe) adds re-play-ability, which is good for us, as we never reached the end.

What I disliked or would want changed:

  • Everyone we met, basically said that everywhere was dangerous (and it was compared to the villagers). But after you survive the first few locations that description becomes less meaningful, and led us to misjudge the location where we TPK’ed. Only one NPC hinted that one location was beyond us, until we were significantly more experienced. I would like a little more indicators as to the danger level, because let’s face it, it will be years before we try the adventure again.
  • The Curse of Strahd (and Storm King’s Thunder) use milestone XP, and we didn’t like that. We don’t find it satisfying as players to walk up to a new location and then the DM tells us we get a level, because the adventure says so. We want to earn it. But on the other hand, it seems like there isn’t enough material in the adventure to progress to the required level the old-fashioned way. Thus, the DM would have to add a few more locations and plots.
  • I would like even more minor locations and sub-plots.

We TPK’ed, after we had visited Castle Ravenloft once to steal an important item. The heist was an evening full of tension, and I wished there were more direct hints to go to a part of the castle to complete a specific task during the adventure. It seems like many save the castle to last, but that is not necessarily the right thing to do.

One of the things that was a bit mysterious to me was the fact that one of the cards we drew led us to the encounter where we TPK’ed. At 6th level we were completely outmatched. And I mean completely. We were all dead at the end of round two. We may have missed something obvious, but I’m not sure directing us there, to something that is clearly evil (and we are mainly good guys), and expecting us to come out ahead, is good design.

We only saw a small portion of Castle Ravenloft, and I assume there is a lot of interesting material in there.

We will try again…

After our wipe, we talked about picking the adventure up again after a couple of years, and perhaps starting at level 5, with the initial elements of the story completed, narrating that part together with the DM, and drawing fresh cards. I know for sure that I would like to return to Castle Ravenloft and face the Lord of Barovia.

For now, though, we’ve begun a game, where we play low level mobsters (or petty criminals who know some mobsters, really) in Warhammer Fantasy Roleplay in the glorious city of Luccini. It is going to be great fun!

 

 

Double feature: A dragon surprise…

So, being a dad and a DM, leaves less time for prep. And obviously, prep is more important than the recap and the blog. But I will keep at it, but the recaps of the latest two sessions will be short and to the point.

lazy_dm_cover_340wI’ve been looking into The Lazy DM (Lazy DM download), and there are some very good tips, but aren’t fully applicable to the kind of campaign I’m currently running. The kind of depth that I’m looking for in the history of the world they slowly uncover simply can’t be extrapolated from a few notes and improvisation (I can’t at least). It requires a bit more prep.

I did one thing in session 19 that I think warrants a pat on the DM-back, and that is letting go of prepared stuff, in favor of moving the plot forward.

When the PCs finished with the mine and returned to the settlement to rest, they discussed what to do next. I had already cut out the attack on the goblin tribe nearby by having the other adventuring party deal with that threat. That also reinforced the meta-theme of colonizing a new land and dealing with the natives. It is brutal, and interesting, how easy the dilemma of wanting to build something in a new land, but faced with enemies and diverging interest, leads to morally questionable choices. In any case, I had mapped the goblin lair and made a few rooms, but they were already too high level, and I would rather follow other, and more important, plot threads.

I also clearly said that the Kuo Toas could be dealt with by others as that adventure also wouldn’t push the plot(s) forward.

But back to the recaps.

Session 19:

The group explored the umber hulk lair and the tunnel from there that lead down to a natural cave, where the ancient miners had begun digging. From that cave they found the first shaft, which they entered the complex through.

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The dragon simulacra had less dangerous breath weapons and only AC 17. 

Finally, they went down to the automaton storage via the unexplored elevator. The automatons didn’t attack, and the room led to the vault. The vault was protected by a security system, including an automatic portcullis, a very intelligent magic mouth that shot frost rays from its eyes and two dragon simulacra of metal that attacked when they tried to pick the lock to the vault.

They succeeded in dispelling the worst of the trap and rapidly killed the simulacra (the damage output, when the party is lucky, is insane). Inside the vault they found their first platemail, a few magic items, including an axe made by giants, and a lot of knowledge. This included letters between two elven sisters and a story about a curse put on an elven family by giants.

Having cleared the mine, they returned to the settlement and spent a month and a half of down time. In that time, they returned to the mine with a few dwarves from the settlement and made an anvil in the mine, so they could setup their own smithy and the druid awakened a couple of beasts to help protect the settlement.

Session 20:

Of the four most interesting options: going after the remaining hags through the portal, visiting the Colourless Bridge, exploring the ruined city and exploring Fort 25, they chose the first.

Before they left, someone scried on the party, and Welk, the wizard with a weird item, knew that to be the case (for some reason).

After the harvest, they returned to the lair of Kinsira, but went a different route, and found a devil trapped in an old building with magic. They decided it would keep until they returned.

When they approached the huge tree stump, they noticed webs in the area that would warn anyone inside of their approach.

Inside the tree, there were apparently giant spiders, and something spoke to them in draconic, demand that they leave. They tried to intimidate it into submitting, but they were unaware that the creature behind the voice had been paid by the two remaining hags for protecting the area.

green_dragon_wyrmling
I liked the idea of having a quite mercenary young dragon, who ran into more dangerous adversaries. 

The spiders eventually attacked together with some ettercaps. At the worst possible moment, for the group, the young green dragon attacked, and its breath weapon drained a lot of hit points from the team (42 to be exact). Unfortunately for them, I rolled a 6 on recharge next round, and gave them another breath, but couldn’t cover them all, and it could have ended in a TPK, but the characters still standing responded with a wall of thorns and a fireball, and when the dragon failed to fell the mighty half-orc fighter the following round, it submitted to the stronger adversary.

Back on their feet, they questioned the dragon and learned a couple of things, including the facts that the eldest of the hags lives in a swamp to the south and the middle sister lives in a crystal forest to the north, and that they are called the Sisters of Sorrow. The group argued about whether to make a deal with this evil dragon about staying there as their ally, but they ended up banishing it, and hoping it will stick to their deal.

Finally, they passed the portal into the Warrens. Inside they found a tortured elf and was almost immediately attacked by animal spirits of beast that Kinsira had conducted her experiments on.

Roll initiative!