Showing posts with label play report. Show all posts
Showing posts with label play report. Show all posts

Wednesday, December 21, 2016

Not QUITE a TPK...

But you could see one from there!

I know my players read these, so I'm going to try to avoid campaign spoilers.  But there will be some.

Last night the party, currently made up of: Loria the elf Ranger, Arnik the half-elf sorcerer, Merrin the halfling cleric, Wrenaldo the half-orc paladin and Morwen the half-elf druid, ventured into a swampy valley to try and track down the "shape-shifting creature" that has been dwelling there and spooking the local gnomes.

They agreed to do this in lieu of helping the gnomes with their bounty hunter problem, which is what they promised the local Gnome druid, Stump, in exchange for his help.

They scouted the valley and explored fairly carefully, using Locate Plant and Animal rituals to find
the most likely hostile beasts.  They also encountered a strange web of corruption affecting some of the creatures, leading back to the location where they scryed a giant spider lair.

As they approached the lair, I felt like things got a bit weird.  First, they made almost no attempt at stealth.  Several of the characters are very sneaky, but no stealth or scouting was done.  Next, there was no shapeshifting/scouting from the druid.  They've used that in the past to good effect, but not today.

The result was that they stumbled into the "welcoming committee" without any sort of advantages or setup.  First, they were charged by an enormous, corrupted wolf.  Good positioning and a lucky roll meant they slowed it and weren't overwhelmed by it's charge, and they started hitting on it, aided by a Faerie Fire spell.

It became obvious pretty quickly that the wounds they inflicted were rapidly closing - the thing regenerates swiftly.  Then a strange magical effect hit the ranger, filling her lungs with swampy water.  She saved, then inexplicably dropped her bow and headed into combat range with her short swords against the regenerating wolf-beast.

Rich Longmore

She has low AC and few HP, so that was dangerous and it was also notable that, after an initial missed Flame Bolt, nobody tried to use any fire-based effects on the regenerating wolf-thing.

It was also a bit odd that, despite a magical effect filling somebodies lungs with swamp water, everybody stayed pretty close to the edge of the slough. Which turned out to be a mistake, as the horrible animated swamp-corpse undead scrambled out, clawing the everliving FUCK out of the cleric (Crit #1).

The ranger and the paladin kept pouring futile physical attacks into the regenerating wolf until the wolf landed a max-damage bite that one-shotted the ranger to less than 0.  The NPC fighter failed her CON save, so she started to drown, but luckily everyone else made their save.

Then the swamp-corpse smashed the cleric another one (Crit #2) and he ALMOST just straight died from damage.  He was at -20 with 21 base HP.  So now we have 3 members of the party making death saves, the paladin at very low HP and the sorcerer and the druid right next to a very nasty undead.

Then they got a bit of luck.  The sorcerer finally brought the wolf-beast to 0 hp using something OTHER than physical damage, so it stopped moving.  The druid dropped some heavy Radiant damage on the undead thing with Moonbeam, and the Paladin smoked it with his enchanted glaive, so the undead broke for the slough and escaped under the water.

Then the ranger rolled a 1 on a death save, the NPC failed a second death save, and the players who were still upright did some healing and bandaging to keep everyone alive, followed by an "ahem" strategic withdrawal.

It was odd, though.  After so many sessions of careful planning, scouting, avoiding danger,  they walked into this session without much of that and JUST. GOT. CREAMED.  I'm fascinated to see what they do next...

Tuesday, December 6, 2016

D&D With Kids Part 2: The Gates of Karak Norn

When we left our intrepid band of kid D&D players in the first episode of D&D With Kids, the party, Kriv the dragonborn fighter, Foxy the human druid and Adrak the elf rogue, along with their animal friend, Scruffy the wolf, were just entering the lower entrance complex of the dwarven city of Karak Norn.

They encountered a handful of goblin sentries (more on that later) and defeated them handily, so the second session started in one of the main halls.

Right away I ran into a bit of an issue.  Iris' friend Julius, who is 6, wanted to play too.  I didn't want to spend a bunch of time making a character, so I was initially stumped, but then I ran upstairs, printed a Beast Card for Scruffy.  I forget where I got those, but whoever made them did a great job!

So Julius had a fairly simple character, and played Scruffy to great effect.

Dyson's Darking Depths
I used one of +Dyson Logos excellent maps for the entrance complex.  They had reached the diamond-shaped chamber in the center.

I decided that I didn't want this to turn into a combat-heavy dungeon crawl, so I was thinking about ways I could make sure that didn't happen.  I decided (nebulously) was to have factions - the goblins, a dwarven guardian of some sort, and some kind of animals.  Also I figured on incorporating some way the kids could scare off the goblins.  Little did I know they already had me covered!

When they explored the diamond-shaped chamber, they found that the two attached rooms on the north walls contained working dwarven ballista, used for room defense.  They investigated them but didn't do much else, then moved on to the large chamber to the north.

The Dwarf Guardian
I decided that this room would have the dwarven guardian.  The central area looked like a statue, so I put a huge dwarven golem on the plinth.  When they entered and I described it, the thief, Adrak, immediately headed over to touch it, despite Kriv's warning that it looked dangerous.

The golem awoke, and after a short conversation, offered them a deal.  Get rid of the goblins - don't care how, and the golem will open the gates to the city.  They agreed, then headed off to find the goblins.

I made it clear at this point that there might be a lot of goblins, and if they attacked mindlessly, I would kill their characters.  It sobered them, so they came up with a plan.  Kriv and Foxy manned the two ballista in the entry hall, and Adrak volunteered (with Scruffy's help) to lure out the goblins so they could shoot them with the ballista.  Not a bad plan...

The Goblin Chief
Adrak entered the room to the right of the diamond-shaped chamber, which proved to be a dwarf boot-room, and encountered 3 goblins, one of whom had an alarm gong and mallet.  Adrak doesn't speak Orcish or Goblin, so he didn't understand when the goblins asked him who he was and why he was there and where the sentries (amember them?) were.  He didn't make any hostile moves, so they went and got Grung, their chief - you could tell he was chief because he wears the BIG HAT.
Grung!
Grung spoke enough common to negotiate, and the kids got a real kick out of my goblin voice.  After
much laughter, Adrak negotiated with Grung that the goblins would leave and meet the party on the other side of the mountains, whereupon the party would give the goblins 25% of the treasure they found inside the dwarf city.  Grung didn't understand %, but agreed when Adrak explained that meant "most of it".

Adrak told Grung that the sentries were "asleep" and "wouldn't wake up", but panicked a bit when Grung headed off to yell at the sentries for sleeping on the job.  Grung yelled at them for a bit, but they didn't wake up, since they were dead, and Grung started to get mad, but turned and realized that two huge crossbows were pointed at him.  He immediately surrendered unconditionally.

Kriv speaks Orcish, so it was lots of fun to have Grung switch from broken Common to fluent Orcish.  The kids all laughed when he went from "No KILL GRUNG!" to "Ah, you speak a civilized language.  There is no need for bloodshed, I surrender unconditionally."

Faced with the threat of the crossbows, the Goblin chief agreed to leave, especially once Adrak confirmed that the "most of it" deal was still in effect.  About 50! goblins filed out, driving home the point that fighting would have been a baaaaad idea.

Couple of notes on running games with kids here.  First, they can come up with some pretty great plans.  Second, funny voices and accents go over really well.

The party then returned to the golem, who confirmed that the goblins were gone and opened the gate to the dwarf city.  It warned them that the city was long abandoned, and that it had no idea what they would find.

God of Fish
Beyond the gate they found a large cavern full of water, with a number of large square stone columns emerging from the water.  It appeared to be an ancient bridge that had been taken down by the dwarves.

The water was deep and dark, and the columns were too far away to jump to.  They discussed several different ways of bypassing the water, but having Scruffy with them made everything harder.  I reminded them that Foxy can change into animals, including possibly a fish.  Foxy immediately jumped into the water.  She wanted to change into a goldfish, but I reminded her that if there was anything dangerous in the water, it might be nice to have teeth, so she changed into a giant pike instead.

Probably RAW (Rules as Written) this wasn't something she was allowed to do, but when you play D&D with kids Rule of Cool ALWAYS wins.

I stole this next part from Matt Colville's excellent Youtube series on D&D.  Stealing cool ideas for your game is good.  You should do it more.

Swimming through the water, Foxy soon encountered a small, shiny fish with lots of pointy teeth - a subterranean quipper (basically a piranha).


Foxy decided she wanted to talk to it, so she cast Speak with Animals.  Again, not rules as written, but a great idea, so she was able to talk to it.

It seemed surprised...  "Are you good to eat?"  it asked immediately.  "No," replied Foxy, "I taste terrible and am poisonous."  The fish then yelled into the darkness "NO GOOD TO EAT."

"Awwwww..." chorused hundreds of other quippers from the darkness all around...

Foxy was roundly congratulated for a good answer by the rest of the group.

The fish then asked "Are you God of Fish?"  They had never seen a fish so huge before, nor a fish that could speak quipper.

"Yes." answered Foxy promptly.

Foxy got another round of congratulations for that answer.

The quipper swarm assembled and then intoned in unison "What would you have of us, Oh God of Fish?  Do you desire offerings?"

Foxy then instructed the fish that, yes, she would desire offerings and that they should not eat anyone on or in the water for the next day.  The fish agreed, and began bringing coins and treasure up from the depths of the pool.

I described this like a scene from a disney movie.  Fish darting about, banging into each other, carrying treasure, one fish inside a helmet swimming into the wall, 10 fish dragging a sword back and forth because they were all swimming in different directions.  Disney scenes and physical comedy are all good when playing D&D with kids.

I also had the fish ask if the should "bring up the chain" since I wanted to give them a way to bypass the water.  Turns out I shouldn't have bothered, but Foxy said yes, so the fish brought up a chain that, when pulled from above, ratcheted up a set of climbing chains that would allow people (short people) to climb between the stone pillars.

LOOT!
Then I did some random treasure rolling, and they found:  110 gp, a +1 Longsword of elvish made, a Helm of Elvenkind (as boots, but a helmet - cause I described a helmet in the fish scene), a Brooch of Shielding and a Ring of Water Walking.  After some discussion, they decided Kriv should take the longsword, Adrak the helmet, Foxy the brooch and they tied the ring to Scruffy's collar.

Kriv's new sword
Doing a quick image search on your phone and showing the kids pictures of what their new items look like is a great way to build enthusiasm.  But if they want to describe it themselves, keep that description!

Into the Deeps
Using the chains and the now water-walking wolf, they crossed the water and explored a bit, finding a small dwarven temple, then a tunnel leading deeper into the mountain.  The tunnel led several hundred yards, then ended at a square vertical shaft, with metal cables hanging from the middle.  The kids immediately recognized it as an elevator shaft.



Kriv had the great idea of dropping a rock to listen for the distance to the bottom, and the brief length of the fall convinced them they could climb down.  Adrak and Foxy are both quite agile, so they had no problem climbing down, but Kriv volunteered to carry Scruffy down, and managed to roll well too.

Julius asked if he could roll, too, so of course, he could, since everybody else was rolling dex checks.  He had a little trouble, but made it.  Good general rule - try to make sure everybody has a chance to roll dice.

At the bottom of the shaft they found an elevator platform, a large tunnel with a stone pipe along the side, and a complex-seeming piece of machinery with a lever that did not seem to do anything other than produce a gurgling noise. Deciding to check on the destination of the pipe, they followed the tunnel as it slowly sloped upwards.

They noticed as they went that the large stone pipe did not angle upwards, and so it slowly receded into the floor as they continued.  Finally, at the point where the pipe was level with the tunnel, the tunnel opened out into a huge cavern containing an underground lake.  The pipe stuck out into the lake water some distance.

We hadn't actually had any combat in the session so far, so I decided to put a fight down here.  A fight and a puzzle, actually, but definitely a fight, since Kriv's player is very combat-oriented and it gives everybody a chance to roll some dice.

The first thing they noticed was a number of tall, pale-skinned creatures standing on top of the pipe, apparently fishing with long bone spears.  Kriv immediately threw a javelin at them.  Since this was designed as a combat encounter, I ruled that was fine, and gave the party surprise.  Kriv threw the javelin, Adrak and Scruffy charged forward and Foxy used her Thorn Whip spell to grab one of the creatures (Grimlocks) and haul it off the pipe into the water.

Next round, Kriv charged with his battle axe, Scruffy pulled one of the Grimlocks to the ground, and Adrak stabbed another.  Foxy, though, couldn't really decide what to do.  Knowing that she had one use of her animal shape left, I suggested, "You could change into a bear and attack them."

The result of that suggestion
Grizzly bears are... really tough.  3 attacks, lots of HP, high damage.  Also Foxy had new dice and was rolling pretty well.  So yeah, Grimlock butt got kicked.  She was so effective that I'm actually a little worried that Kriv is going to be unhappy about no longer being the party asskicker.  I'll have to look at that.

Letting each kid have a real chance to shine, and making sure that those opportunities really come up are critical when you are playing D&D with kids.  Adrak's player likes sneaking around and being athletic.  Foxy's player likes animals and interacting with them, Kriv's player likes BATTLE.  Knowing this and factoring it into adventure design is really important, and I foresee a potential problem considering how effective a Circle of the Moon druid can be at handing out the the hurt.

Within a few seconds the few remaining Grimlocks (these are aquatic Grimlocks) were swimming away under the water.  The party realized the pipe was blocked with rubbish, and decided to clear it to see if that would cause the lift to start working.  As they worked, Scruffy started growling and Adrak noticed white shapes moving in the water.

Suddenly, a huge, albino crocodile with several Grimlocks clinging to it lunged out of the water, and another battle began.  Foxy was still in bear form, and grabbed the albino gator by the head, shaking it lifeless and tossing it into the wall.  General mayhem (atten-hut!) followed, and the defeated Grimlocks fled.

With the pipe unblocked, the party returned to the strange machine.  They couldn't really figure out what to do at this point, so I had them make Int checks to see if they could figure out the machine.  They succeeded, opened the valve, threw the lever and the platform began to rise, taking them up into the darkness of the abandoned dwarf city of Karak-Norn.

I set up the machine to be a fairly simple puzzle, but I think it was made more difficult because I just described things. If they had a model, I'm sure they would have figured it out easily.  The machine is basically 4 parts:  A tube to bring water, a valve to shut off the water, gears to turn the crank, and the crank that raised the platform.  They had to clear the tube and open the valve, then throw the lever that activated everything.

At the end of the session Kriv and Foxy went up to level 3, Adrak is a little ahead in XP, so he stayed level 3, and now I have to figure out a way for a wolf to go up levels, because Julius would like Scruffy to go up levels too!

It will be a while before our next session, but hopefully we'll get more gaming in the new year!
















Thursday, October 20, 2016

DM Lessons: Improvisation Building Blocks

Sometimes, you can really force yourself to think on your feet if your players decide to do some investigating and look deeper than the surface of things.

In our last Over the Seas and Far Away session, one of the players went off to his temple to inquire if they have any work. As the DM, I want to remind players of the horrible system of oppressive slavery and corruption that the party is working around the edges of. So he does have a job, alright.

Job is: escort these clearly innocent virtual slaves to their new life of hard labor in a logging camp. Temple is getting paid to transport them.

Player winces, but hey, might be something interesting here, so he does some investigating as to why these prisoners haven't been moved already. "Let me see their paperwork".

Instantly, he's getting paid a bunch more because this shit is shady. Also there are about 50 of the prisoners.

So now as the DM, I have to think up several things.

1. Why haven't the prisoners been moved?
2. What makes this shadier than usual?
3. How can I make this scenario more interesting?

One of the keys to running an effective campaign (sandbox or otherwise) is to have done enough worldbuilding that you have components to put together to flesh out a scenario like this. I improvised thusly:

The prisoners haven't been moved because there are a lot of them, they are dangerous, and the company that contracted for them hasn't sent anyone to get them.

This is shadier than usual because the prisoners aren't from the usual prisoner's channel, and everyone knows it, but are being paid to ignore that.

How can I make this more interesting?  The prisoners are of the same persecuted minority as one of the characters.

I need to put this all into context now, so I start pulling worldbuilding from my back pocket. In the Empire, the half-orcs are a persecuted minority, and lots of them live on the fringes of the Empire.

Transported are only supposed to be convicted criminals, but the amount of labor needed in the Colony has created a thriving secondary market for "off-brand" Transported.

Half-orcs are strong and tough, making them more dangerous than standard prisoners.

So now the party has to transport 50 or so angry half-orcs a hundred miles through fairly dangerous forests and deposit them in the same sort of logging camp they LITERALLY just rescued 50 people from. Irony is fun.

Now, this is a really important DM tip: if you set up a scenario, don't get at all tied to YOUR solutions. Just sit back and see what your players come up with.

In this case, one of the players is a half-orc, so make friends is the answer. They spent hundreds of sp getting them blankets, food and clothes, and promised to free them from the logging camp after delivery. The prisoners were suspicious, so Wrenaldo, the half-orc in question, accepted their offer to temporarily join the coffle and get rescued with the rest of them.

Happy day! At least for me. Not sure they're going to enjoy this.

Monday, October 17, 2016

D&D With Kids: Into the Northern Wilderness

D&D with Kids! Session 1: Adventures in the Northern Wilderness.

The daughter and nephews are now all old enough to play D&D. So the 7, 9 and 14-year olds sat down with me on the weekend to play full-on 5e for the first time.

We made characters first. The oldest played a Dragonborn Noble Fighter named Kriv, the younger nephew played his old character, a Wood Elf Rogue named Adrak, who used to be a librarian, and my daughter created a Human Druid who was raised by wolves named Foxy.

The game started with Adrack finding an old book that described a hidden temple in the Great Northern Forest that supposedly contained a great treasure. He recruited Kriv and Foxy to go with him to recover the treasure.

The group left from Port Tanner on the Black River and headed north to Shale Pass, the only route through the northern mountains.

They decided not to travel on the road, and Foxy's skill in the forest led them easily through the wilds. On the 3rd day, they encountered and Owlbear trying to raid a wolf den. The party helped the wolves defeat the Owlbear, then Foxy healed the wolves (and Kriv), and cast Animal Friendship on the alpha female. The female detached a young male (quickly named Scruffy) to accompany the new member of the pack and make sure she didn't get into trouble. They also got an Owlbear pelt.

The following day they encountered a camp of the Ulthar tribe, locals who proved friendly. They traded the Owlbear fur for some amber necklaces, and when Leos, the leader, offered them work, they took it. Apparently a huge beast-man has been attacking Ulthar hunters, and Leos offered them more amber to kill it.

They were guided first to the Ulthar village, then to the valley containing the lair of the creature. A critical success on Foxy's scouting roll meant they discovered the creature (a Yeti) came to the same spot each night to drink from a stream, so the group set up an ambush.

Using Kriv's high strength, they positioned a boulder above the pool, then Foxy and Adrak worked together to track down a mountain goat, which they killed and placed as bait.

When the Yeti came down to drink, it was lured under the rock by the goat, but the plan almost failed when Kriv couldn't move the rock. Adrak raced to his aid, and they dropped the boulder on the Yeti, then quickly finished it off before it could get back up.

They then plundered the Yeti's cave, finding some jewelry and a magical pendant (a Periapt of Wound Closure). They also found a strange engraving far back in the cave, a map leading to "the gates of Karak-Norn".

Returning to the Ulthar village, they got more amber in payment, and also got more jewelry made by the tribe, a spiked collar for Scruffy and Yeti-horn and tooth necklaces. The shaman identified the pendant for them, and they learned that the mountain shown on the map was about 3 days travel east.

The party decided to check out the map location instead of continuing through the pass to the temple. They travelled to a mountain pass where they discovered and opened the gate to Karak-Norn, an ancient dwarven city.

They explored into Karak-Norn, encountered and handily beat some goblins, and we called it for the day. They all leveled up, and fun was agreed to have been had. Then my daughter and the younger nephew headed off to the basement to continue to play make-believe as their characters.

Success!

Things I learned:
1. Simplify the character sheets. I used simple 5e sheets and they worked OK. None of the kids are super readers/writers yet, due to age and some learning disability, but they are good enough if you make things simple.

2. I'll be adding spell cards, animal form cards and probably equipment cards to the game for the next session. Should make it easier for everyone.

3. When making characters, if kids are having trouble picking, let them flip through the Players Handbook until they find something they like, then make that. Iris liked the female druid on page 67. Art directors, take note.

4. Framing choice of action and possible benefits/repercussions is CRITICAL. Kids can easily make decisions if you spell out the possible results of different courses of action. Give them a reasonable number of options and their sagacity will surprise you.

5. Give them help. I added Scruffy the wolf to the group so I could have a kinda-sorta DM PC, but not one they could ask for advice. He warns them of dangerous situations by growling or showing reluctance, which makes them thing about what they are doing.

6. Go with it. If it's fun for them to spend half an hour designing jewelry for the local tribesfolk to make them, that's a good use of time. Further, have them draw the jewelry on their character sheet.

7. Be generous and kind. More magic items are good. Levelling is very good. Their plans succeeding is awesome. Listening to them tell their grandparents about their characters and the game is immensely rewarding.

Tuesday, September 6, 2016

Good Deeds - A Shadowrun Story

The slipstream of the 20-trailer road train ripped at me, roaring like a dragon, trying to claw the bike under the churning wheels. With a mental pulse, I gave the Rapier more gas, surging through the spray and accelerating past the 1000 ton automated monster. Slashing rain and lights blurred together to turn the highway into a surging river of color that the bike and I flowed down, darting through the currents of the traffic like a black and chrome fish.


Up above 200 mph, you don’t steer so much as flow. Any mistakes will result in near instant destruction, titanium bones notwithstanding. It’s an interesting place to be, but I don’t indulge like this very often. Risk, like any other drug, needs to be taken in measured doses. OD’ing on danger kills you just as dead as heroin.

As you leave Seattle and begin to enter the Barrens, the streetlights start to go out. Not all at once, but gradually, like stars dying, leaving just the ribbon of red taillights. A stream running red, out into the void. I’m starting to slow down, the manic edge of speed and risk fading away as I merge back into the flow. Running with the river, instead of skittering through and around it.

The call light on my HUD starts to blink. It’s Oscar. Sooner than I expected. That’s good, though, it meant everything on the old man’s side went smoothly. It’s also useful information. I suspected that Oscar had any mention of my name routed to his office, but now I know for sure.

I ease my bike off the road, onto a darkened plaza that once held a gas station and restaurant. The lights are dead, like the place, like the Barrens around it. Now it’s just a ruined island lit only by the sweeping lights of the red river, flowing past. This call might take a while. Oscar has questions, just like usual.

Keying the line open, I keep it casual, pretending - like we both don’t know what the call is about - that this is a normal conversation.

“Hey, Oscar, what’s up?”

“Gwydion.” Oscar’s voice is flat. He sounds annoyed. “Could you possibly explain why I just had to pull an extremely upset Vietnamese teenager out of a Customs & Immigration interrogation room?”

“Is she Vietnamese? I thought maybe she was Thai. I’m really terrible at picking out what flavor of southeast asian people are.”

“I’m trying to imagine why you thought that telling her to mention your name during her Immigration interview was a good idea. I’m coming up blank so far. Enlighten me?”

“Well, obviously I can’t help her through Immigration myself, what with all the… business. So, I thought, who’s the second-best person to do that? It seemed obvious that you would be a good choice.”

“So instead of just calling me and asking, you just put your name out there, so that she’d get hauled into a special briefing room and I’d get woken up at two AM? That’s the special Gwydion Peterson we all know and love. Causing shit for the sake of causing shit.”

“Hey now, I was doing a good deed. She needed help.”

“If that’s your version of a good deed, spare me from your fucking bad ones.”

Oscar was calming down. The flat, hard notes were fading from his voice, replaced with his usual weary resignation. Or maybe he just sounds that way when he’s talking to me.

“She’s a bit hysterical right now, since she thought she was going to be denied entrance to the Tir, so I thought maybe you could tell me what the fuck?”

“Well, sir, therein lies a tale.”

“Oh fuck. You set this all up so that you could tell me a story? So that I’d ASK YOU TO TELL ME A STORY!”

“Hey, elves are natural storytellers. We have the lyrical blood of ancient musicians in our veins. We’re like, natural bards, Oscar.”

“Fuck. Fuckety fuck. I cannot believe I fell for this.”

“I know, right? Now settle down, I’m telling a story here.”

“You owe me for this, Gwydion.”

“I was going to owe you either way, but this way is more interesting. Now shush, I’m storytelling.”

*********

The guy was old, and I thought, Thai, or something. I’m terrible at Asians, which is ridiculous, since I’ve lived for decades in the Pacific Northwest. You can take a guy out of Texas…

He was old, and also didn’t speak too much English. Normally he’d have a nephew or something to translate for him while he sat back and looked mysterious, but I guess he was in a hurry, because he did the meeting all by his lonesome.

From what we could tell, it seems as if the local Triads had snatched this girl. The elf girl, for reasons that were obvious to anyone with a brain, and really disturbing to anyone with any imagination. Asian old man #2 was apparently a local fixer of some sort, because he’d managed to scrape together some nuyen from other people in the neighborhood, including, presumably, the parents, and threw up a post on a ‘runner forum, hoping for a miracle.

And, as it turned out, he got one. Because, seriously, he didn’t have enough nuyen to just straight buy the girl back, and he sure as shit didn’t have enough nuyen to actually hire anybody halfway competent enough to go up against Triads and actually survive.

But like I said, he got a miracle, in the form of one Gwydion Peterson - knight-errant in shining… well, mostly black, armor. Now, I’m not usually one for good deeds, but the girl was an elf, and you can’t just have people targeting elves. That sets a bad fucking precedent. So I decided to take the job pro-bono, as it were. I mean, we still took the money, but I used it to pay the other guys. Probably I could have handled this on my own, but help often means the margin between something risky and something flat stupid.

Lymol Million
The other two that answered the post were Johnny, who I’d worked with before, and was pretty much
crazy enough to want to pull a stunt like this, and a woman name Lymiol, who I hadn’t met. Lymiol you might want to look into. She had a Leelo-kinda vibe going on. She seems to have a ton of top-line ‘ware, she’s geared up and armed to the teeth, but man, she’s a bit cloudy in the old headspace. Anyway, she also agreed to forgo her share of the extremely modest pie, which was great, but also a bit weird, seeing as she had no dog in the fight, as far as I can tell.

The Triads were holding the girl in a restaurant that was a front for their other business. There was a front entrance and a basement garage entrance through an attached parkade. Basic surveillance turned up quite a bit of security, so we decided to splurge and hired a decker to ease the entry, as it were.

We got a fellow called Cable, who seemed a bit squirrely to actually take on a ‘run, but was confident that he could handle a remote attack on the security system. He had good references, and he came in under budget, so he got the gig.

I decided to go in through the garage, and to do it early in the morning. With Cable to deal with security, it seemed like the faster route, as we figured the girl was being held on the lower level. We figured Johnny would boost one of the Triad vehicles and disable the others while Leelo Bajillion and I did a hard entry and got the girl.

We had Cable cut the lights and open the garage doors, and Leelo and I went in fast and hard. Leelo had this submachine gun and just went in fucking blazing. Oh, and she showed up for the run in full combat armor. In downtown Seattle. On a weeknight. Like I said, a bit cloudy, but handy to hide behind.

So yeah, she started blazing away and hit absolutely nothing. But the Triad guys really focused on her. Luckily, they weren’t liking the dark or all the sudden gunfire, and they didn’t hit shit. I came in right behind her, and made my second mistake of the run. The first is that I should have led the entry with a concussion grenade, but I figured the sudden darkness would throw them more than it did.

The second mistake was that I headshot the closest Triad, but what I should have done is popped the one over by the door where the girl was being held, because that asshole promptly slammed the door. Like I said, mistake. But luckily Leelo was busily exchanging fire with the other two surviving Triad guys, so I took the opportunity to try and get that door open.


This is when I made the third mistake. I should have just shoulder-charged the door, but like a dumbass I tried the handle. Got it slammed in my face again for my trouble, and then the fucker locked it. I put a couple of rounds into the door, but Leelo got bored after taking out one of the Triads and winging the other, and decided to do a hair-on-fire full-auto charge through the door.

Which… worked. I had to step pretty fucking lively to avoid getting a bullet enema, but the door came right apart and she went through it like an NFL linebacker. She caught a bullet for her trouble, but nothing fatal, luckily. Those Triad guys were responding on full-auto by this point.

I killed him, too. I’ve never liked wasting ammo, personally. Then we got the girl and got out. Whole thing took maybe 30 seconds. By the time we were back, Johnny had a fancy Triad car ready to go and we hit the road.

The old man said that he was going to send the girl on to the Tir, so I gave her some travel money and my card, and told her to drop my name. You know the rest.

“Gwydion, you are a crazy asshole, but you did a good thing here.”

“I know, right? It was interesting, and I feel pretty OK about how it all turned out. Can you make sure she’s set up? I’d hate for all that ammo that Leelo used to be wasted.”

Friday, February 20, 2015

D&D 5E Session Summary: Clearwater Mill

This post is by special guest author and player of Hilbo Huggins, +J Malfair.

We will pick things up at Rivercrest - A walled Forest Gnome community along the Clearwater River.   There are a small number of farms outside of the town but the gnomish town looks to have seen better days.   Having said that it's still up and running and fighting for survival.
Rivercrest

We're welcomed into the town and their mayor Burgles invites us into his home.  We accept and we settle into a lengthy conversation.

We find out what we can about Clearwater Mill (where the Splinterbeards are from) and he lets us know that the dwarves came down this way several years before but he hasn't really heard from dwarves since.

For the past year or two the water has been polluted by something upstream, they dont wash from it or drink it but it's terrible.  

He lets us know about Orc and refugee camp issues (bandits and such) that are happening to the north east of Rivercrest.  The refugees near Blingenstone evidently have things pretty rough right now and it's pretty much anarchy up there. 

He is interested in forming a trade relationship with GoldenHills and with Leagrove.  We are amenable to talking about it and favor the idea but we need to deal with things back home first before we suggest anything specific.  The gnomes have a lot of wool and wood that would be useful and lack metal or good tools.

He gives assigns one of his scouts to us to guide us as safely as possible up to the old dwarven hold at
Gammin, Gnome Scout
Clearwaters Mill.  So make our way up through the hills and mountains, guided by our suitably able guide.   He brings us into view of the entrance and when we're there we can see those Giant things with the big eye and several smaller ogre type creatures milling aorund near the entrance.   There are carts full of reddish snow that have been drawn down the hill.   The front entrance looks to be pretty well defended.

We have scout show us around to the top entrance and we find a place to climb down that isn't nearly as visible to the guards.   We do so and we enter the old Splinterbeard hold.

We fight come upon a room where there is a giant overseeing two ogres throwing the red snow into the river.  We have a brisk fight, Sly uses magic to push the two ogres into the waters below and the rest of us chop up the giant in a spirited affair :)     The snow appears to be snow with a number of pollutants that are extremely disgusting in it.   It's pretty clear why the river is polluted if they're throwing this shit into it.

We continue on and find ourselves at in the temple complex of the halls.   Our goal is to find proof of the Splinterbeard duplicity so we go about trying to find evidence. 

We see a number of reliefs and carvings of Moradin in his aspect of the 'the keeper of secrets' but the murals are all odd in that they have a number of non dwarven or abnormal influences on them.  Vines and such which do not normally appear in them.  (noted by everyone especially Korrum).

We enter the temple proper where we find 3 acolytes in robes (insane and broken dwarves) and a rather menacing fellow who orders them to attack.   In a fairly painful encounter we manage to down the Barbarian and the acolytes taking one of the acolytes prisoner.   (we question him and ask him a tonne of questions - please see email chain from last week- we did the questioning between sessions)
The Erlking
The short version :
        The Splinterbeards turned to the Erlking a dark fey who showed them the secrets that Moradin would not.
        The Erlking is coming (this came up a lot)
         The Erlking is what's infecting the rivers/forests and directing everything here
         The Erlking will kill us

Tuesday, December 2, 2014

Dwarves! 5E: Session Summary - Jailbreak Episode 1

This was a big session, so I split it into 2 parts:

The jailbreak is a classic trope, and it’s usually a fun one.  Putting the players in a situation where they are at a disadvantage, and have to juggle stealth, timing and speed in an environment specifically designed to hinder them.

So when we left off last time, the party was in the custody of the Splinterbeard clan, acting (allegedly) on behalf of King Ironhammer, and were being transported to the king’s private dungeon.
The party decided that it was too risky to make a move while being transported, so they hung tight while during the trip.  They were marched underground, first along the major tunnel between High Grass and Goldenhills Hall, but then turning south under the mountains on the southern edge of Goldenhills territory.  Luckily, Korrum’s background is as an Underdark Guide, so he was able to get a good idea of where they are.

The trip ended at an unremarkable section of corridor.  The escort moved a concealed panel of stone aside, revealing a narrow stairwell.  The guards hustled the party through a small complex of rooms, clearly barracks of some sort, then into a room with a heavy stone slab, raised by a heavy winch and pulley.  Under the slab was another narrow stairway, leading further down.

The lower level proved to be a series of circular rooms, joined by narrow corridors.  The guards
escorted them to one of the circular rooms with a 5’ hole in the floor.  They lower a rope ladder and down the party goes, into the dark. The dark proves to be a dirt-floored cell – beehive-shaped and about 20 feet deep, with the access hole at the very top.

But these are CHARACTERS, so they don’t sit there very long.  Well, for a while.  Couple of hours or so.  Just to let things quiet down.  Then Wanderer, who has managed to keep a dagger, some thieves tools AND his magical chain (change self and sleight of hand are wonderful), is on the case.  A very brief session of lockpicking results in everyone out of their shackles.  From there, it’s a matter of getting up to the top of the hole.

They decide on a Hilbo-assisted jump-launch – which goes somewhat awry.  Wanderer’s luck and dexterity keep him from crunching on the stone ceiling, and he manages to catch the lip of the hole.  He rolls out, and quickly discovers that there are several guards close by, and manages to get out of line of sight before he is spotted.

Using one of the magical powers of his enchanted chain, Wandered slips into the Fey and slides around the guards into another corridor.  He finds more locked doors and sees an odd-looking metal wall at the far end of one corridor.  Deciding that continued exploration is risky, he goes full Changeling.

Shifting himself to look like one of the guards that brought them down to the dungeon, he turns right around and walks into guard chamber.  Slickly convincing the guards that he’s been sent down to get a rope ladder, he strolls into the guardroom, gets a rope ladder and goes back over to the hole where the rest of the party are trapped.  Critical success on Deception rolls are handy.


However, the hole is still in direct sight of one guard, who is himself in direct sight of two other guards, so Wanderer has more thinking to do….  Illusions are your friend here.  Wanderer steps out of sight, creating an illusion of “himself” falling over into the pit.  Inspired.  A guard comes to help, and gets kicked into the pit.  Wanderer (still looking like a guard himself) motions the third guard over, and Slie (from in the pit) starts shouting “I’m OK, but I need help getting out” and doing a damn fine job of sounding like the first guard.

The third guard turns his back on Wanderer and takes a dagger in the throat for being dumb, and shortly thereafter (aided by a Silence spell from Korrum and a nasty shot with a hand crossbow by Wanderer) there are 4 dead guards and no alarm raised.


So now the party really gets into it.  They liberate their gear, find a number of imprisoned servants who inform them that the King is maybe insane, and has imprisoned them for “trying to poison me,”  “plotting to murder me,” and “stealing the thoughts from my brain”.  They also release an elven Expeditionary from Leagrove, who has been missing for 6 months and a dwarf, Dorren Eigar, apparently a cousin of their friend Khidre.  Wanderer notices that Dorren’s “street clothes”, which they found in a chest near their own equipment, conceals considerable hardware in the form of hidden daggers, garrotes and poisoned darts.

Next up: Guards!  Guards!

Thursday, September 11, 2014

5e Dwarves: Talking 'bout mechanics

The session summary reports provide me with reference material as I move the campaign forward, and put the events of the game in narrative form, but they don't really give me the chance to talk about the session from a mechanical or DM perspective.  I personally find this kind of information really interesting to read about, but it makes for a really long post if I include it in the main summary.

This session was a chance to try out Lair Powers.  I set up several of them for the Purple Worm - an effect that knocked everyone prone if they failed Dex checks, a rocks falling from the ceiling damage effect, a caustic slime burning anyone attacking the worms effect and a swarm of tiny wormlings swarming everyone effect.  I didn't want these effect to be overwhelmingly powerful, but on reflection, I could have probably bumped them up a bit.

There aren't stats for a Purple Worm in the materials available yet, so I grabbed some different powers from existing creatures, and tried to make a CR 8 monster.  The party is level 6, but there are 5 of them, so I thought this would be a good challenge. 

Lesser Purple Worm
Gargantuan Monstrosity , unaligned 
Armor Class 11
Hit Points 135 (10d20+30) 
Speed 30 ft., burrow 40 ft. 
STR 20 (+5) DEX -3 CON +3 INT -2 WIS +3 CHA -4
Senses Tremorsense 60 ft., passive Perception 13
Challenge 8 (4000 XP) 

Amphibious. A lesser purple worm can breathe air and water. 

Actions 

Multiattack: The Lesser purple worm can make one bite and one sting attack per turn

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the worm can’t bite another target. 

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Swallow. As a bonus action, the worm can make one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 15 (3d10) acid damage at the start of each of the worm’s turns. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

On reflection, Str and Con should have been higher, and damage probably should have been higher across the board.  I was also thinking about adding an automatic "Overrun" attack for anyone close to the worm.

For the wormlings, I just used the Giant Toad stats.

Couple of notes from the combat:

The Eldrich Blast knockback is pretty powerful, although houseruled that it doesn't effect the Mama worm on the fly.  Sure, nothing in the description says that there are size restrictions on the knockback - but as I said in the session "That's why I'm the DM."

I ruled that the rogue couldn't sneak-attack the Purple Worm, since the worm has tremorsense and knows exactly where everyone is at all times.  Once Hilbo engaged it in melee, I allowed a sneak attack, but I'll have to review exactly how that works.

My basic policy as a DM is that if a rules questions comes up, I make a fast ruling that keeps things going forward.  If somebody knows the rule, I listen, decide if it makes sense, then make the call.  At the end of the session, if anybody has an issue with the ruling, we discuss, check the book, and decide on how to run it going forward.

In the case of the sneak attack and knockback calls, nobody seemed too bothered by them, so we didn't re-address.

Now comes the BIG THING.  Hilbo used his magical item, his action surge and the -5 attack/+10 damage ability.  That gave him 4 attacks at +5 to hit (+5 from str, +3 from proficiency bonus, +2 from his magical maul, -5 for power shot), each doing 2d6 +17 damage (+5 from str, +2 from maul, +10 from power shot).  He hit 3 times in the first round.  When the worm attacked, he used a Riposte and hit, then he got 2 attacks the next round, hitting with both.  He did 124 points of damage total.  Whoof.  So if somebody bitches about fighters being underpowered, cordially invite them to shut the fuck up.

Of course, the worm is a classic brute - low AC, high hp, and this is an attack pattern basically designed to work against it, but still - very effective strategy.

The rest of the wormlings weren't much trouble - Hunger of Hadar and the difficult terrain formed by the dead Mommy worm made them come in stages, and the Eldrich bolt knockback pushed them back into the Hunger area.

The worm only got 2 lair effects off, the knockdown and the caustic slime attack, and the one attack it got off that hit didn't do too much damage, as dwarves have resistance to poison damage and advantage on poison saves.

All in all, the combat ran smoothly and quickly.  The Roll20 app is much improved in terms of speed of use, and the Initiative tool is handy for keeping track of init.  Each character got 1050 xp, which brings Korrum and Hilbo near level 7.

The rest of the session was pure role-play, which was great.  I ruled that Wanderer, who has minor illusion magic and sleigh of hand proficiency, was able to keep his thieves tools and a dagger on him, as they weren't stripped to the skin, and Sinder can summon his sword at-will.  So we'll see how they do with a classic prison escape scenario next session.

5E Dwarves Session: Worm Juice and Treachery

When we left off last week, the party was just about to enter what they suspected was the lair of a purple worm. Likely one of the two that escaped during the Siege of Greatview Hall.

Upon entering the cavern, they noticed several slightly steaming pools of water, and a strong, caustic stench. The area proved to be a raised section of the cavern, with cliffs on two sides and a steep slope dropping toward the center of the cavern. In the cavern area below, they saw a thick stream of greenish slime running into a crack in the wall.

Slie immediately identified the smell and slime as likely indicators of a purple worm nesting ground. The worm (each worm is hermaphroditic) lays eggs in a pile of loose rubble, then wraps itself around the pile, secreting greenish slime that keeps the eggs moist and helps them mature. When the eggs hatch, the wormlings need to be submerged in water until they are about as long as a human, emerging only to feed.

Advancing cautiously, Wanderer approached the huge pile of loose rock in the lower area of the cavern, unaware that the worm could feel his every footstep through the stone…

Mama worm was not impressed by the interlopers, and surged off her egg pile to crush the intruders. The larger wormlings also lunged from the pools, closing in to devour the delicious meaty tidbits.


The titanic convulsions of the approaching mother worm threw Sinder and Slie off their feet, but the other party members managed to keep their balance. Slie began throwing bolts of arcane energy at a nearby wormling, knocking to backward and allowing him to get back to his feet. Sinder and Korrum closed on another wormling, and Wanderer, after firing a single arrow, seemed to tune out for the rest of the battle (as Kasper had to leave for work).

Hilbo believes that a good offence is the best defense, so he rushed the worm-mother. Triggering his magical belt of Bull’s Power (temporary 20 Str for 1 round), he hammered at the worm with his maul, sacrificing accuracy for power and using his energy recklessly (action surge). Three of his blows struck the worm with tremendous force, and the power of his magical maul, Earthshatter, enhanced the blows.

Despite the horrific damage the hammer caused, the worm snapped at Hilbo, but he stepped aside and riposted with the weapon, smashing the worm’s jaw. It’s stinger lashed down, stabbing into Hilbo’s leg, but his dwarvish resistance to poison kept the worm’s venom from having much effect.

A gout of caustic icor also poured from the massive wound, covering Hilbo with acidic ooze that burned his skin and hair. Undaunted, he continued his attack, pulverizing the worms innards. Two more titanic blows crushed the last life from the enormous creature.

After that, it was a simple matter of destroying the remaining wormlings (Hunger of Hadar helped

quite at bit), crushing the eggs with a shattering blow from the magical maul, and cutting out the worm’s gullet, which contained 900 gp worth of polished gemstones. They also found a dwarven round-shield, shining undamaged despite being submerged in the slime of the worm lair.

Having ensured the safety of the mines, the party returned to Greatview Hall, rested, provisioned, and headed back to Goldenhills Hall by way of Gnollshead.

All was in order as they passed through Gnollshead, with trade increasing, settlers building houses, and fishing and prospecting starting around the fort. A 1-day hike across the Twisted Pass brought them to High Grass, the main ranching settlement of Goldenhills Hall.

There, the party was told by the gate-guards that a messenger from the king awaited them in the main barracks, and that he would send a runner ahead to let the messenger know that they had arrived. The party headed to the fort, and upon entering the barracks yard, were confronted by a double-rank of cocked crossbows pointed at their faces.

A smirking dwarf with a braided red beard, clearly the commander, told the party to drop their
weapons and surrender immediately, on the order of King Ironhammer. Reluctant to face off with 25 dwarven warriors, the party laid down their weapons and surrendered. The smug commander ordered them stripped of weapons and armor and chained, informing them that they were “guilty of treason against the King”. He also asked about the location of Hakoah Ironbeard, and seemed quite angry that the “Oathbreaker” was not with the rest of the party.

That night the party was kept under guard in the barracks storage rooms in High Grass, then marched to the underground Greatway . The commander of their escort proved to be Baron Algron Splinterbeard, a member of the clan supposedly betrayed by Hakoah’s Ironbeard clan.

Slie’s pet “kitty” is able to move around completely unseen, and can listen to and relate conversations back to Slie. “Kitty” was able to discover that the Splinterbeard Clan are working for the King, that the King has decided to strike back against the “traitors and scum” in the kingdom that oppose him, specifically the Eigar clan and the Redhammer clan, as well as Paths Command, many officers in the Goldenhills Guard, and some of the lesser clans. Capturing the PC’s is apparently the first step in this campaign.

“Kitty” also overhears that the party is being taken to the kings private dungeon, somewhere in the caverns below Goldenhills Hall itself. Korrum is able to cast a Sending spell to their friend Khidre Eigar, the heir of the powerful Eigar clan, telling him of their capture. Khidre responds that he is also in hiding from the king’s forces, and will contact the powerful Redhammer clan to see if he can arrange help.

So as we left off, the party were stripped of their gear, manacled hand and feet, chained together, and closely guarded and being marched off to the private dungeon of a king who increasingly seems to be either completely irrational or utterly mad. Good times!

Tuesday, September 2, 2014

5e Dwarves Session Summary: September First

After taking the summer off, the old Playtest Group reconvened to kick the Dwarves! campaign off in full 5E style.  There have been a number of character changes, of course, but they have managed to maintain a dwarf-majority party.  However... one of the member of the party is now an elf...  An elf spellcaster, to boot!  Horrors.  How will the intrepid dwarves deal with this arcane point-ear in their midst?

Pretty well, as it turns out.  Of course, +Torben Schau, who plays the point-ear, couldn't make the session, but other events make me optimistic that he will eventually be accepted by the xenophobic, er, intrepid
Hilbo says "Hi"
dwarves.

The current adventurers are:

Hilbo Huggins, the dwarf soldier Battlemaster, played by +J Malfair

Korrum Kargonil, the dwarf guide turned Cleric of Moradin Foehammer (Martial aspect of Moradin), played by +Greg Pierce

Wanderer, ostensibly a dwarf Arcane Trickster (secretly a changeling) played by G+'s very own +Kasper Blomdell.

Slieyronourmous Troves, a dwarf (well, duergar, really) wizard (well, warlock, really), played by +Perry Jones

Sinder, an elf guild merchant Arcane Knight, played by the aforementioned +Torben Schau.


We did quite a bit of stuff via email before the first session started, so when we did get going, the immediate problems were well-established:  lack of food, a damaged hold and freed slaves from hostile races.

The slaves were the first issue addressed.  Specifically, the hobgoblins, orcs and goblins.  Knowing that
hobgoblins are almost pathological about honoring bargains, Hilbo negotiated a mercenary contract with Fear, the leader of the group.  They agreed to work for the party patrolling near Gnollshead Hall in exchanged for regular gold, any loot they take, and the rights to camp in the old fort that the cult of Doresain abandoned.  The hobgoblins will also be paid a bounty for gnoll tails (lots of gnolls in those hills) and are allowed to trade for supplies at Gnollshead Hall.

Next, the duergar.  These slaves were in a near-catatonic state due, it was revealed, to the worms that were eating their brains.  Apparently duergar all have brain-worms that they take drugs to prevent from lobotomizing them.  Slie was able to give them a concoction that killed the brain-worms, but they didn't come all the way back from that, and now the dwarves have them doing simple labor - probably for the rest of their lives.  But it beats the alternative.

Then, the drow.  The two slaves, Verraki and Verrakath, were discovered to be members of House Inncon'eal, a minor, male-run house which provides mercenaries and guards for more powerful houses.  They agreed to bring a message to the head of their house in exchange for freedom, which the dwarves granted.  Surprising leniency for the party, which bodes well for Sinder!

On to the food and repairs.  Despite the dwindling food supplies, the dwarves got right to work, cause, hey, dwarves!  Wanderer and Korrum took a bag of money north to Gnollshead Hall to purchase supplies, and Hilbo, Slie and Sinder stayed behind to supervise rebuilding.

Wanderer and Korrum had a small run-in with Ogres, but were able to secure a good-sized herd of Ahten cattle, getting them back to Greatview before starvation really began to bite.  Fortunately, the fortifications, forges and fungus farms were all repaired as well.  The only wrinkle as found during the clean-up of the upper mines.



A 10-foot wide hole, coated with purplish slime.  Looks like one of the duergar Purple Worms is still hanging around the area.  Following the worm tunnel deeper into the mountain, the party comes upon a large cavern filled with pools of greenish, steaming water and a strong caustic stench...




Thursday, August 21, 2014

ACKs Domain Stats: Greatview Hall

Originally from a picture called City of Galastan.
Greatview Hall is an independent domain. It was once the center of a much more prosperous domain, but
has suffered greatly from several lost wars.

It currently takes up 1 6-mile hex (32 square miles) in claimed territory, but realistically claims very little land other than the Hall itself and the adjacent mines and farm caves.

Unlike many domains, Greatview Hall is currently only an urban settlement, which incorporates the stronghold (the Citadel) and all the population.

There are 180 families (approx 900 dwarves) living there.

Current morale is +2.

Normally, a town this size would have a Class VI market, but since the hall is very self-sufficient, and dwarves are very crafty, it has a Class V market.

It is in a wilderness area, and the revenue is 7 gp/family.  They mine gold, silver, iron, coal and gemstones in Mt. Yronfang, and farm cavern fungus in the caves below.  There is very little opportunity for outside trade at this point.

Greatview Hall was once part of a much more powerful domain, the Old Kingdom, and as result, it was heavily developed - more so than it's current population would expect.

Citadel:
Barbican (38,000)
200' 30' high stone walls (15,000)
200' battlement (1,000)
Square Keep (75,000)
40' high tower (30,000)

Total value: 159,000 gp

There has also been 100,000 gp in urban investment done.  Originally it was higher, but the city has sustained considerable damage from the recent battles, and deterioration from lack of upkeep.

Settlement Revenue: 7 gp/family, or 1260 gp/month

Settlement Expenses:
Garrison: 360 gp/month minimum (covered by followers)
Stronghold Upkeep: 795 gp/month
Urban Upkeep: 180 gp/month
Tithe: 126 gp/month
Festivals (180*5*4/12) 300 gp/month
Total expenses: 1401 gp/month.

Garrison. The garrison is composed of the followers of the old leader.  They have families and kin in the hall, so they remain.  If they required pay, they would have a garrison value of 1975 gp.
75 dwarven heavy infantry (battleaxe, shield, chainmail): 1350 gp
25 dwarven crossbowmen (arbalest, dagger, chainmail): 525 gp
10 dwarven scouts (arbalest, handaxe, studded leather): 100 gp

Currently, Greatview Hall is in a tough position.  The cost of upkeep for the Citadel, which was built for a much larger population, is making it hard to cover all the costs.   Cancelling festivals or not paying the tithe to support the Temple might be options, but it will have a negative effect on morale pretty quickly.

Moreover, since Greatview Hall does not currently have an agricultural area supporting it, food is a real problem.  If they can get the mushroom farms, market gardens and terraced farms around the hold up and running again, they can be self-sufficient, but that will take months of work - and the current supply of food is limited.



Friday, August 15, 2014

5E Dwarves "Downtime" Summary



Our 5E Dwarves campaign is set to restart shortly. When we left off, the party had reached the dwarven city of Greatview Hall, returned the undead dwarves of the High Guard to the Temple of Moradin Dawnbringer, and met with the Elder Council.

(I set up and played out a wargame scenario for the Siege of Greatview Hall with my friend Craig - he beat me like a rug, so that's the result we'll use. Craig is a wargame designer. Lucky, lucky you.)

Colored for wargame use.
 
Based on those results, here is what happened during the downtime:

Upon the return of the High Guard to the Temple of Moradin Dawnbringer, the undead warriors are returned to life by the blessing of Moradin, but cannot leave the temple grounds.

Following the warning from Stalagtite, you scramble into action. After a quick discussion, it is determined that fortifying the Temple of Moradin is the best course of action, as the High Guard can assist with the defense, and it is near the center of the city - making it convenient for getting all the civilians and troops together.

Moving as quickly as you can, you gather the civilians and militia troops in the upper city, leaving a small group of militia and the elders in the upper citadel (mostly on their insistence). Sending messengers to the army commanders, you also start moving the various dwarven units towards the Temple.

By acting quickly and decisively, you manage to gather most of the civilians, militia and military units in the Temple of Moradin and fortify the temple grounds with barricades and rubble walls, just as the Duergar assault troops begin smashing their way up from below.

Massive purple worms mounted by twisted, robes duergar sorcerers lead the assault, followed by squads of armored minotaur and troops of duergar warriors. The first group arrives in the lower city, trapping some of the dwarven militia, along with a number of workers from the Forge Quarter. The militia manage to throw off the first assault, and Hilbo, Hakoah and Wanderer lead a relief force, catching the duergar in a vice and smashing the troop.

A second and third assault group appear in the lower city, but on opposite sides of the Temple of Moradin. Both attach the fortifications, but are thrown back, one group is savaged so badly that the survivors flee back down the holes, and the second is crushed by a counter-attack.

The fourth and final assault group breaks into the upper citadel, slaughtering the defenders and elders. They also destroy a section of the upper city, but retreat back into the tunnels when they realize the other attach groups are defeated.

The final cost of the attack is 75 dead dwarves and much of the lower city and upper city seriously damaged. Over 300 duergar bodies, 50 mintotaur and 2 purple worms are dead in the field, one wounded worm escaped into the tunnels after it's handler was killed, and about 100 duergar in the last assault group escaped.

Wanderer's scouting into the tunnels reveals that in the lower halls the duergar army is preparing to retreat, It seems that about 1000 duergar remain, along with many minotaurs and a menagerie of frightful beasts. They also have many captives, including several hundred dwarves.

Hoping to free the slaves, you launch a raid on the slave camp, freeing most of the slaves and fending off the duergar forces that pursue you.

It is now 2 days after the assault. The rubble of the battle is still smoking, and supplies are low.

One of them had an iron collar on.
You have:

100 dwarven soldiers (The Cliffwatch Guard and the Dawnbreak Guard)
Led by Commander Gorin "Short-Fist" Rungnisson
50 Resurrected High Guard

High Priest Faragrim Silver-vein.

225 civilians - mostly elderly, children and the infirm.

350 militia - pretty much all the men and women who can swing an axe or sword.

200 freed slaves - 150 dwarves and 50 assorted races, including orcs, goblins, hobgoblins, a couple of drow, some duergar and an elf. The slaves are in pretty rough shape.

There are about 10 days worth of supplies (enough to feed 900 people) left in the city granaries and storehouses, you are out of medicines, although there are several priests with healing spells still alive.

Thursday, August 29, 2013

D&D Next: Dwarves Update. Over Twisted Pass

The mission to scout Shalecliff and rescue survivors was a success.  After a bath, official commendations and a move out of the barracks and into new housing, the party begins to cast around for things to do.  A wagon rolls up shortly thereafter with a chest and a letter, sealed with the crimson hammer of Clan Redhammer.  In the letter are the official thanks of the clan and patriarch for the return of the Redhammer and of Arkask, the nephew of Amberlin Redhammer, leader of the clan and General of the Goldenhills Guard.

Dwarf Plate.  It's heavy but it WORKS!
In the chest are the material thanks of clan Redhammer.  2 suits of full plate armor, one for Hilbo and one for
Korrum. The suits are clearly the work of master smiths, with red-enameled highlights and discreet Redhammer clan sigils, along with more visible Mountain and Bridge symbols of the Paths Guild.  Korrum’s armor also bears the Hammer and Thunderbolt of Moradin on one arm, and Hilbo’s has the rarely-seen crest of the Huggins family on his.  Princely gifts, and truly unique, for the Paths Guild and the Goldenhills Guard have long been rival factions within the kingdom.

Khidre receives a quiver of dwarven Piercer arrows.  The enchanted ammunition pierces metal and stone like cloth, and are often used to anchor permanently in rock.  Stalagtite receives a Stone Cloak, a leather cloak sewn with thin disks of polished stone, which makes hiding or moving underground or among rocky terrain much easier.

The group then elects to sell those items they retrieved from Shalecliff.  Through the Eigar clan they contact Harroth Vhayde – a slickly prosperous merchant with a plaited brown beard and cold, calculating eyes.  They sell some gear, upgrade some other equipment, and hear Harroth’s proposal that they lead an expedition south over the mountains to restore and rebuild the old shipyard and trading post on the shore of the Imron Deep.  The party consider the offer, but elect to look for other opportunities as well.

Next comes their official briefing from Duggan Kammerin, their commanding officer in the Paths Guild.  The party has been designated as the official Expeditionary Scouting Detachment.  Goldenhills Hall has pursued an isolationist path for the past 50 years or more, but the Paths Guild, Merchant Guild and many of the noble houses have finally prevailed upon the King to break the isolation.

The assignment of the Expeditionary Detachment is to explore the areas around Goldenhills Hall, find out the current state of the neighborhood and ideally, re-establish old trading and communication links.  The party is given a broad mandate to set their own priorities, with the understanding that the security and prosperity of the Kingdom comes first.

It isn’t much more than a few hours later, while drinking in a local tavern, that the party realizes that their mission, and ability to move around outside the kingdom, have become general knowledge.  They are approached by a prosperous-looking grey bearded dwarf named Soren Greyrock.  Soren is a trade factor for Greyrock Traders, which work extensively with livestock, muleskinning and transport within the kingdom.
Soren’s proposal is that the party explore to the east, across the Twisted Pass and re-establish contact with the Ahten Nomads, who used to trade livestock, hides, finished leather and furs to the dwarves.  The isolation of the Kingdom has broken those ties, and Soren wants them restored.  The party sees this as consistent with their overall mission, and accept the assignment.

Summit of Twisted Pass
A few days later they cross Twisted Pass, along with some horses, trade goods and Khidre’s three retainers,
Derag, the wizened guide everyone calls Roots, his niece, Nimion the messenger and Gardred, the talented cook. Several days of travel takes them across the height of the pass and down into the long, wandering valley that opens out towards the plains.  Numerous small streams flow down from the hills on either side, forming into an ever-growing river in the center of the grassy vale.

One afternoon the party encounters a burned-out village alongside the river.  Khidre and Roots determine that the attack happened within the last few days, and that the attackers came from the river and returned the same way, dragging bodies along with them.  A few survivors and horses seem to have fled east, and the camp is demolished but largely unlooted.  No bodies or survivors are to be found, so the group continues east, following the river.

That night, a pair of dark, silent shapes with ice-blue eyes rise from the river and fall upon the camped party.  Luckily, Hilbo is on watch and spots the creatures before they get too close.  A sharp fight ensues, with the blades, hammers and arrows of the dwarves against the claws and teeth of the river-creatures.  Their bite seems to cause a numbing paralysis, and although Hilbo falls victim to the affliction, Korrum, Khidre and Stalagtite are able to keep the monsters from dragging him off and defeat them.

Seen in the light, the creatures prove to be human-like, but horribly malformed, with blacked skin, terrible claws and distended, protruding jaws.  Leaving the dead creatures, the party continues, watching the river more warily and following the tracks of the survivors from the village, who are now only a half-day ahead.