Showing posts with label Actual Play. Show all posts
Showing posts with label Actual Play. Show all posts

Wednesday, June 21, 2017

The Evil Eye: Actual Play 5 – Finale

Well, that's that. We just did chapter 6 and finished on-time. So at least I can get some of that pacing right.

I was pretty disappointed by this one. I think it was a combination of the group composition and adventure though. We had three and a half hours today and didn't need any of the extra material I had prepped and that was with cutting down on the hit-and-run from the villains. It didn't help that one of the players was super chatty. I know we lost 20-30 min to leveling up to level 5, but I feel like we lost another 30 minutes at least to tangential stories (I know someone ordered sweet potato fries with dinner, but a couple minute bit on the difference between sweet potatoes and yams... that's what I'm talking about).

Ultimately, it was also disappointing when the two most on-top-of-it players both were lost during the final battle. I know it's designed to be confusing, but the group didn't seem to grab onto the goal of escape and get un-cursed. They seemed lost in the sandbox I gave them as I removed a couple rails in the adventure.

So the adventure itself, I like because it's got some nice NPCs at odds with one another, but that was also the downfall. The players didn't really track who they had met, and there are maybe two too many NPCs. My attempt to identify important NPCs by giving them notable eye colors was seen as a red herring, and having two new-ish players (one brand new, one returning after 20 years from AD&D 2nd Ed) slowed things down. So it was perhaps a bit confusing for them.

There was another problem, namely that some of the classes didn't come with much investigation power built in, which is a bit of a problem with 5e in general: fighters just fight. I'm going to curate my list of class options better if I run another Ravenloft.

Ultimately, while I was a bit disappointed, I think some of it was the set-up (new players not knowing what Ravenloft meant) and group composition (chatty player). The adventure wasn't as solid as I had hoped, but I picked it because I thought it had some good NPCs and the finale of U1-3 would be lackluster and it was close to the right size for 4-5 sessions (which it was perfect for 4-5 sessions). I could potentially run this again, but it's about a 20-hour adventure which is too long for short things and too short for long things, so not sure when I might get to it.

As done is better than perfect, I'll just move on to what comes next. Also, story recap in another post soon.

Sunday, June 18, 2017

The Evil Eye: Actual Play 4

A little late on this update. We did a Friday session, but it was pretty slow because the group is fairly chatty and I didn't really push to keep people on task as we were eating and drinking. I'm a little irked by the group composition and might not assemble the same people for another game. We'll see.

As before, no real spoilers. I'll post a big summary at the end.

In session 4, we finished up everything except the final chapter. I cut down chapter 4 as it was a lot of mood and storytelling plus we didn't hit it in the railroad order. I also had to do some impromptu fleshing out of the Midnight Slasher, as they ended up following up on that thread with a clever use of a locate item spell. I also Curse-of-Strahd'ed up the villains in this (making them more interactive), so the party did get to encounter the Dukkar and do a quick combat with him, which was somewhat satisfying (and will be more so for the final battle).

Overall, I'm a bit dissatisfied with this adventure. I really liked it when I first read it, except it was a bit light on combat. Now I feel like it has very little concrete goal for the PCs to achieve. Ravenloft is often a "stop the evil / escape" situation, but the players were definitely floundering a bit in terms of what the heck they're supposed to be doing. The presentation in the adventure is more railroady than the adventure itself is, but even adding in a second path to defeat the Dukkar, the party ended up going mostly by-the-book on this one. Also, there are some really long bits of exposition in the book to flesh out the background that could probably be given in other ways.

Some of my dissatisfaction is maybe with the group, as I mentioned above. I'm just not as excited to run this as I had been with Strahd. Then there's the problem with the melee-only classes. I'm finding that skills alone aren't enough to keep players interested for investigation. I ended up giving the Totem Barbarian the full druid ritual caster feat, so he could swap out the initial two selections and possibly learn a few other spells, I think that's a change I might keep in any other game I run. But honestly, the ranger has some nice features to help with travel, and spellcasters can do a bit with investigation and interaction that others just can't. The Barbarian, Fighter, and Monk just don't get that many skills that are grand, and many of their subclasses are 100% focused on combat. This didn't feel like as much of an issue with Curse of Strahd, but I'm sure some of that was the players and party composition.

I still do like the adventure, and it may fit well into a series of Ravenloft adventures with a Sliders style plot. You could even string it along before Curse of Strahd if you wanted to throw something like Night of the Walking Dead, this, and another one or two before they get to Barovia and ultimately deal with the Amber Temple. I just don't feel like this adventure quite lives up to its potential in terms of the adventure presentation, ease of use, and playability. It's got some great NPCs, and good background on the domain, but just lacks a bit in terms of the structure.

Wednesday, June 14, 2017

The Evil Eye: Actual Play 3

Session three. One of the players was absent, and we got a new novice to join. We mostly finished chapter 3, skipped 4, and are halfway through 5. So the pacing seems about fine that the game can end after chapter 6 or perhaps with a custom 6.5 in the next two sessions.

This session was totally investigation again. Perhaps a flaw with the adventure (depending on your point of view). I was resigned to keep it a little slow because we had a new player who had never played before, but she caught on pretty quickly. I also wish I had not told players we'd advance in level. Curse of Strahd was designed for 3-9 basically, and this isn't really designed to level up midway through. I had them hit level 4 now, and they'll hit 5 at the beginning of the final session I think.

I feel like I've done a bit better at NPC voices, but I find I need to give them explicit labels. The voice isn't a description (like deep voice, British accent) but a stereotype (1920s gangster). That's helped me give the characters a bit of personality.

I had to do a bit of improvisation with the House of Mists, just because repeating the encounter seemed ridiculously boring at the time. So I drew random cards and tried to deliver some NPC hints based on the card.

I also did some improvisation by deciding to use theme/mood encounters in addition to random interactive encounters. This means I'd totally want to revise my random encounter tables, but it also means I can have them spot an NPC in the crowd or find a body in a dark alley, encounter the darklord's spies, or whatnot. Basically a lot of the old Ravenloft material suggests no random encounters, and I understand that. They generally give railroady set-piece encounters. But you can deliver some of those here and there, and curate your randomness. Basically, I want to revise the tables I made so the generic encounters that can happen anywhere are mostly theme/mood encounters rather than possible combats. Or perhaps so that there's a separate chance for theme/mood builders than possible combats and strong clues or whatnot.

I've also noticed that I wish the text were re-organized a bit more to be encounter-specific. The encounters with Malocchio, Matton, and Gabrielle plus the House of Mists in Karina are really the heart of chapters 3-5, so it was really good that I re-read it today and organize things in my mind if not in my notes. I need to re-organize my notes if I want to put some notes on the DM's guild.

I realize these posts are pretty details-light, I should do something more plot-oriented at the end.

Wednesday, June 7, 2017

The Evil Eye: Actual Play 2

Session two just finished up. We were one man down tonight, but that didn't hinder things too much.

We started off with a modified ending to chapter 2. I added in a Temple of Ezra where the party rested, but chapter 2 basically went according to the railroad. The player who's character aged 40 years was a bit disappointed he couldn't get a greater restoration spell to reverse the aging so that by-the-book ghost is pretty nasty, even for 5e.

There are two key flaws in this adventure that I've noticed so far. First off, there's a bit of a lack of direction. I noticed it before we started, and the players have noticed it now. I think I've gotten it through to them that getting home is probably the goal, but also maybe saving some townsfolk. Thus far they haven't latched onto impending executions, murderers, or a stunning series of deaths in town. They've finally got enough clues to get some movement going in Karina (Going to talk to Raul again, possibly work for Matton, then a meet up with Captain Timothy for some dogfights). So they've got some things to do now, but not a lot of direction.

After one player mentioned the lack of direction, I literally had to remind them that they didn't really ask any questions to any of the NPs they've already met about where they are or the like. So they're going to go back to try to get a few more answers, and now I've planted some doubts about whether Niko or Malocchio are the Dukkar. That should be cleared up once they get to chapter 4. Also, I need to be prepared for chapter 5 to happen before chapter 4. While the adventure is written like a bit of a railroad, it could use a bit more advice for moving things around and how to give the right clues without requiring a "right" set of actions.

The second flaw is a lack of combat. I did pick a few random encounters, but so far it was just a noble which meant they had an extra Matton encounter. There are a few combats coming up, and I plan to throw some alley thugs at them in the bad parts of town, but it's been a lot of investigation and roleplaying and not too much combat, which makes for a slightly slower D&D game.

This basically makes me wish I had asked for Slow Natural Healing, where a long rest is a week in town. But I suspect I can hit them with some more combats soon, and I plan on giving them exhaustion as well to keep them weakened as needed.

Because we were a man down tonight, I didn't press them to make a lot of progress, so we went from half-way through chapter 2 to halfway through chapter 3. We've got two games to go, and hopefully a Friday afternoon game, so that should still put us on target to finish, but I might not need my extra final chapter in Castle Loupet.

Thursday, June 1, 2017

Backgrounds and personal characteristics for a weekend in hell: Running Ravenloft

This is my second rodeo running a 5e Ravenloft game, which is slightly surprising since I wasn't the hugest fan of the setting in those halcyon days of 2nd edition in the 90s. And for a second time, I'm left with a bit of awkwardness as the PCs have minimal background and the adventure truly doesn't foster any roleplaying background. This isn't necessarily odd for one-shots in general, for shorter games, a character's backstory doesn't come into play much. But it is a little disappointing and I wanted to have characters with a few more ties to the setting/adventure. Unlike a dungeon where I can simply say the noble's family had some interaction with it, or that it was a haven for criminals, the weekend-in-hell style of Ravenloft really prohibits that a bit.

I explicitly told players they could (and perhaps should) swap any languages granted by their background for tool proficiencies, and I'm sure the players can manage to play up their backgrounds as criminals, nobles, outlanders, or entertainers. So what I'm going to focus on here are the personal characteristics that 5e uses.

I know the antagonizer and I have discussed how we find these personal characteristics disappointing by the book, since many of the examples in the Player's Handbook seem to blur the lines between these nebulous categories as well as encourage conflict within the party. But it's by-the-book 5e and that's mostly what I'm going with here.

With Curse of Strahd, I asked everyone to roll on the Harrowing Event from the haunted one background. This provided some minimal links for a party of monster hunters. For The Evil Eye, we didn't go so far as that much planning ahead and we took the first hour of chitchat time to finish characters. I knew this was happening, so I fleshed out my idea to use the Tarokka cards a bit. I dealt each character one card from the high deck and asked them to use one of the two personal characteristics associated with the card. These were ideals, bonds, or flaws based on the card's theme. For example:


These turned out to be a bit more generic than I had imagined, and as they're random I didn't make enough that were specific to this adventure. Since the beast wasn't drawn, it's cat-based option won't be coming into play. Since the cat-bond was an option anyway, there was no guarantee it would even come into play ever, which makes for some bad design. But, I can totally re-use them later with minimal updating (like removing the overly specific cat aspect). With just these three, you can see that they could use some revision anyway. The Raven was the hardest card to do, and the choice is really about whether you want that as an ideal or flaw. I thought the beast and innocent were a bit better by getting two different aspects of the theme in there. Since I'm also using the high deck to track inspiration (giving players a bonus d6 on their roll if they get their card), this adds some utility to the Tarokka deck that I bought but also reminds the players of this somewhat creepy setting element. [Aside: I know I used Tarokka cards to track inspiration for Curse of Strahd in a similar way, but for the life of me I can't find any notes on how I did it. So this is a bit of a rehash somehow.]

Ideally, this system would have mimicked more closely Appendix A from the Hoard of the Dragon Queen, which I was disappointed wasn't reused in future WotC adventures. Lost Mines of Phandelver does this slightly with the pre-generated PCs, not with personal characteristics, but giving a minor backstory with a clear goal. I may have failed a bit in this attempt with The Evil Eye, but succeeded in coming up with some options to use the Tarokka deck in future Ravenloft games. 

Wednesday, May 31, 2017

The Evil Eye: Actual Play 1

Thus begins RamaD&Dan. After a lot of dilly-dallying and second-guessing, I picked an old Ravenloft adventure because it was written by the same dude that wrote a couple Al-Qadim things I liked a lot. My concern was that it was light on combat and slightly rail-roady, but my other option, Feast of Goblyns, looked a bit bigger and I only have four sessions this year to run this game in. In retrospect, that felt more D&D as it has a couple dungeons strewn about but also feels very old school Ravenloft with domain hopping, and Evil Eye felt like I could reskin it as a separate things, kings like how Curse of Strahd is Barovia, not Ravenloft. Feast of Goblyns, Bleak House, and Walking Dead are consistently rated (along with Evil Eye and the original Ravenloft module) as some of the best of Ravenloft, so I hope to try my hand at all of these eventually. Minor spoilers for how I'm running this follow.

The Evil Eye is firmly a 2nd Edition and Ravenloft module, but that's not necessarily a bad thing. In the grand scheme of Ravenloft, it seems to be in the golden era of Ravenloft adventures, focusing on investigation with a horror trope that other Ravenloft adventures hadn't covered before. Totally obvious, as my player's guessed it already, but there's time to make them second-guess it and grow to fear things plus there's some good questions in this adventure about who is really the villain.

So, I spent the past month and a half prepping this bad-boy, and some of it seems useful so far. First-off, there's the expected cut-and-paste work of getting the likely enemies into 5e form for about the right level. This involves converting the major NPCs, but thankfully Volo's guide plus the basic 5e Monster Manuel made it fairly obvious, though I gave out some legendary and lair powers for encountering the main adversaries.

Next, I wanted to make eyes important. A simple eye-color chart (with minimal human eye-color research) lets me assign everyone an eye color. With the modifications in Curse of Strahd, I plan on describing all the important/souled NPCs as having an eye-color, and less important husks as having dull, grey eyes. One draw from the Tarokka deck will do it, but I also have 2+ descriptors for eyes for each alignment, so for NPCs I'm only drawing a suit because the colors are a red herring, the descriptors might reveal a character's allignment if the player's are canny.

I also find Ravenloft adventures a little difficult, since they're the weekend-in-Hell trope. So I used the high-deck to assign an ideal, bond, or flaw that I expect to come up to each character. Each player had two options to choose from and I asked them to replace one of their background traits with one based on the card they got. Also, because I'm using the high deck to track inspiration (like others might use poker chips or some other physical item), if they draw their card it'll be advantage plus 1d6. As an aside, I allowed players to swap a language granted from their background for a tool proficiency.

Finally, I added in 2 major NPCs who can potentially replace the main ally faction in this adventure. I just wanted a little less railroad. What I want to add in is some more combat options, and I think I've got some solid ideas on that.

Wednesday, July 6, 2016

Curse of Strahd: Actual Play 7—Final Session

We finished Strahd today. It was pretty epic.

The party starts in Strahd's study, takes a short rest and explores a bit. Nothing major, but they do find Helga and she joins them, asking them to rescue her and offers to show them the way to the crypts. They keep going back and forth about where they want to go, because they know their last Tarokka clue was wine-related, but they kept forgetting it obviously said "tomb" in there and for some reason were going to have her take them to the wine cellar. So I had to keep reminding them it was a tomb.

The rogue wants to make a detour at the throne room, so Helga takes them there. He wants to search for secret doors looking for the treasury, but as we're on a tight schedule here I took the random encounter of bats and just made them fly around the throne room. It was obvious if he wanted to search for secret doors that the bats would attack, so the party just went to the chapel instead. With Helga leading them they bypass the dummy, the zombies on the balcony, and hit up the chapel. Obviously they stop to investigate the alter, and I swap the armor on the body out for plate mail since the module doesn't seem to have any way for them to have bought it or found it in the sections I ran so far. They spend extra time in the chapel donning armor and identifying the made, so I threw the Rahadin and unseen servant encounters at them to let them know resting there was possibly dangerous. I roll the wine cellar for Rahadin, so Helga pretends to be afraid and refuses to keep going with them unless they hit up the wine cellar (which really means the elevator trap). She had already told them to take the stairs from the chapel to the crypts, so they just do that without her.

So finally, its around 7:30pm and they're in the crypts. They explore a little, learning that no greedy deed goes unpunished, but stop shy of their Tarokka goal because they find Sergei's tomb. They open the portcullis and go in, realizing he's got magic armor they do another armor change and put one set of plate on Periwimple and the paladin takes the magic plate. They dispel the magic preserving Sergei and plan on animating him and Strahd's mother, but the bard wants to wait till he can use one 4th level slot to do it. The rogue spots Strahd standing at the edge of their light on the other side of the portcullis.

Thus begins their epic battle with Strahd. The party is in Sergei's tomb with the portcullis down, so Strahd just sits at the edge of their light radius and casts fireball for a few rounds. They freak out and for some reason thought keeping the portcullis down was the best plan, and take an extra fireball or two for their troubles. Strahd is playing it cool and they're not doing much damage with ranged attacks. He finally get the shadow lair action off, but the shadow is quickly slain. After a bit, Strahd backs off to let his regeneration kick in a bit and the party is dumbfounded not knowing where he is. He casts greater invisibility just for fun.

At this point the players decide they've got to get out of there and open the portcullis, just in time for Strahd's two spawn to waltz in and make their attacks. Strahd seals the portcullis with his lair action trapping them inside again. At this point the party makes a few moves and Strahd realizes the paladin is wearing his brother's armor and goes into a bit of a rage. He spider climbs through the wall and is invisible behind the party watching as they lose a few actions and shatter the portcullis so they can get out. Then he drops another fireball and finally uses his legendary actions to start in on melee attacks, downing the blood hunter and getting a bit of healing from a bite. Strahd is in place to majorly fuck up the party now with lair actions and a couple spells.

Enter the paladin. On his turn he's got the sunsword out and gets 3 attacks because he's hasted. He deals 86 points of damage to Strahd killing him. And, because Strahd is in sunlight, he doesn't get mistform and actually dies. 1d8 for the sunblade + 1d8 because sunblade deals extra damage to undead. 3d8 for divine smite with a 2nd level slot and another 1d8 because divine smite deals extra damage to undead. 5 damage from his strength, 2 from duelist, and 2 from the blade's magic and another d6 from hunter's mark. That's 6d8+1d6+9 damage per attack (plus the sunlight damage), and that's how you kill Strahd. Which was needed because the paladin was grappled and Strahd was about to drag him up onto the ceiling to use him for cover and try to bite the paladin and then drop him on the ground. The blood hunter was down and the bard was close to dropping, so one more fireball might have done enough to drop some PCs.

Rahadin enters after, mutilating the swashbuckler who was hiding from Strahd behind the tomb, hitting with 3 attacks (one a crit) and dealing his crazy psychic damage. Again the paladin comes in and murderizes, doing just enough damage to drop Rahadin before he gets a chance to act again which would have done psychic damage to 4 of the heroes plus getting 3 scimitar attacks in.

So, they saved Barovia after alienating most of the Barovians, and did it all with just Periwimple (who's really fucking tough!) and the sun sword at level 8. Well, their obnoxious antics enraged Strahd, so if he were coolheaded he would have retreated to one of the other tombs and maybe murdered them still, but alas. A game well done.

I really liked the adventure, though I think I could have used one more read-through of everything to put a few more pieces together (like how really important it is to have sunlight to fight Strahd). Because I've got so much of it prepped, I'm considering running it again in the fall. I did it in about 35 hours of play not by cutting things per se, but just by removing a dozen or so cards so they wouldn't need to explore some things, and I made a couple minor changes to keep them on track. I could have pulled more random encounters and taken an extra session, or let them do more and taken another 3-4 sessions, so my guess is it'll take something like 50-60 hours if you just ran it by the book, more if you don't start them at level 3. I've got a couple ideas for condensing the adventure differently, blending the towns of Barovia and Vallaki and moving a few other plots there to run something closer to the original module but with a few of the fun bits included, which might make the adventure more like 30-40 hours total with the pacing a bit slower. But most of the work is behind me and if I think I have the time and some interested players, I might see about running it again here in the fall.

Saturday, July 2, 2016

Curse of Strahd: Actual Play 5&6—Marathon Double Session

I am super glad that we opted to do a marathon Saturday session for Strahd. I feel that even rushing people through Strahd would take seven 5-hour sessions (35 hours) as they're probably one 5-hour session away from finishing, and this was a shorter version. Today's session went 10am to 10pm with some food breaks and chat in there, so it was basically two sessions.

To be fair, I removed some cards from the reading so they weren't required to go to places that I thought were less interesting. But they did Barovia, Villaki, Krezk, the Wizard of Wines, Yester Hill, the Old Bonegrinder, and now Castle Ravenloft. So that's not nothing. But it's not everything either.

To sum up: This session they started in Vallaki after clearing St. Andral's Church. Last time they defeated a few vampire spawn and let Strahd escape and re-consecrated the church. Ezmerelda had taken Ireena and Ismark out of town, so they met up with her at the Vistani camp but avoided talking to Kasimir and didn't follow up on Arrabelle. They spent another night in Vallaki so they could talk to new new Burgomaster, Viktor Vallakovich and pay to get the church fixed up. Ezmerelda wasn't able to sneak back into Vallaki during the day, and the players conveniently forgot all about her, so now she's just an entry on the random encounter chart. Party isn't into Fiona Wachter, so they get the impression that Viktor won't rule like his father did, and seem content. They ask to see Izek's room, and find it creepy as fuck, distributing the spoils of that amongst the children. That won't creep Ireena and Ismark out at all. They wanted Ismark to take over running Vallaki, but he's not into it and doesn't trust them enough to leave Ireena at St. Andral's church alone, so he stays there.

The party takes little note of the swarms of ravens they've seen and head to the Old Bonegrinder, having a few non-combat random encounters on the way. They come to the windmill and the blood hunter uses spider climb alongside the sorcerer's prestidigitation (to clean windows) and scouts the windmill. I was super excited for the hag encounter but it was a bit disappointing as they were level 7 and just murderized the hags, though Bella Sunbane did escape. They spend the time to take the children they find back to Vallaki before heading to Barovia.

In Barovia they confront Bildrath in his shop, creepily asking about Periwimple (their greatest ally). With some creepy innuendo and a suggestion spell they get Peri with them but realize they can't spend the night in Barovia or he might go back to his mother and people will notice. They stop at Jenny Greenteeth's house (from the Adventurer's League nonsense) and talk to here but quickly realize they can't trade magic items to here but do waste a bit of time swapping trinkets. Eventually they sneak out and stay with the Vistani at the Tser Pool encampment. From there its right on to the castle.

They cross the bridge no problems, and actually take the expected way into the castle: main door, meet Rahadin, get to the dinner scene. Missing the secret door at the organ, they head up because they know one of their treasures from the reading is in a place of dizzying heights where the stones are alive. Trying to get to the taller tower, they go all the way to the parapet and fine Gertruda, who directs them to the other side of the castle to the north (heart) tower. After a somewhat dangerous battle on the stairs where I generously had the first two people only fall 30 feet to the landing and told them it was obvious they could drop prone and crawl up the stairs, they eventually dealt with the halbeards and a group of vampire spawn coming after them. In Vallaki I determined that there was a large group of folk from Kara-Tur so most of the "adventurer spawn" are easterners by dress which makes them stand out. I'm not sure why I did it, but I stuck with it. They're not consorts.

After destroying the heart and finding the Tome, they headed back down, some of them apparently thinking the tome wasn't the treasure despite the part where I clearly described the tower as "alive" and had printed out copies of the reading for them. So they did some scouting with spider climb and saw Pidlewick II in the high tower but didn't go there as I said it was obviously not a good resting place unless they had 8 hours of firewood due to the exposure to the cold and rain. They spied down a bit and saw Escher in the lounge and the bottle room, and I made some of the doors have cat-sized holes from being broken. They took all the scratched up furniture and went back up the heart-tower for a long rest, but were ambushed by 7 invisible witches. The party mostly made their saves against Tasha's and they murderized the witches, earning their long rest and hitting level 8. The bard finally realizes he's lost his original trinket (stolen by some Vistani bandits they met on the road and travelled with) and the winery's gem (stolen by the Martikov's at the Blue Water Inn before they burned it down). he's unfazed.

After the rest they explored the cat/witch level, then met Escher. He somehow survived till his turn and escaped out the window thanks to spider climb despite the fact that Periwimple is a fucking beast with large number of hit points, 3 attacks, and property that lets him deal an extra die of damage. So Escher is still out there and the party discovered their bedroom after they no longer needed it. Also I realize how lucky they are to have Peri as their ally. They could have had Arrabelle.

They move down to Leif the accountant, and I slightly fucked up by having them encounter the rat swarms on the wrong level. They'll never know, but this castle is fucking complex and I was looking at the wrong level. Sad thing is if each room were named the descriptions it would be a lot clearer rather than just a room number (e.g. this staircase leads to K37 The Study, as well as blah, blah, and blah). Would be a lot more helpful, especially in cases where it's hard to find where a staircase is on the adjacent level or where they same staircase number shows up on multiple levels. I also realized while prepping this beast that the reason the numbering is wonky is it still corresponds to the old maps. This means I could print out some old fan-versions of top-down maps and use the numbering, which is pretty cool even if the players haven't explored any levels enough to get to see them (I plan on just handing out the crypt floor for ease). After some intimidation they get a little information from Leif (who's been through this sort of interrogation a few times) and he gives them directions to the high tower and the crypts (basically: down).

From here they went down down down to the flooded dungeon. It took a while and used up the three witch-zombies the bard created, but they made it and freed Emil and only found the two magic items. I fast forwarded through the strahd zombies in the torture room just asking for 2 resources (i.e. levels of spell slots or hit dice, a HD from the paladin and level 1 slot from the sorcerer) and they encountered the ridiculous brazier room.

This was a bitch, because I knew I didn't want them teleported to Tsolenka pass or the Amber Temple because of time but I hadn't realized that during my read-through. So I panicked and tried to use the House of Strahd version of the trap, which made little sense since I had initially read the description from Curse, not House. But basically it meant they could bypass it as long as they didn't harm the brazier, hourglass, or statues which they didn't. 10 minutes for a detect magic ritual meant a random encounter, and its a black cat who nudges one of the doors open and they blast it with eldritch blast, killing it. No more black cat encounters anymore. But they're left with 3 doors and they pick the spiral staircase over the obviously shorter staircase or the longer one (neither of which spiral).

I try to telegraph they they're going quite a ways up while not telling them exactly how far up they're going, but they end up all the way in the study at the top of the castle. Here's where we end, so I hope they have the sense to go back down and try one of the other doors which at least keep them in the Larder or Crypt levels.

Overall, I'm relatively happy with this adventure so far. The players seem to like the weirdo sense of humor, even ridiculous things like Prince Ariel the Heavy. I think we'll essentially have what amounts to seven 5-hour sessions (35 hours total). If I was running this and not rushing the players a bit, I expect it'd take another session to do Argynvostholt (its biggish, if empty),  another for Berez and the Van R's tower, plus one or two for Tsolenka Pass and the Amber temple, and another one for the Tower of the Mad Mage, the den, and more nonsense in Vallaki. So total about 50-60 hours to do it pretty fully, though not everyone would opt to do everything obviously and the Amber Temple might not be done till after you defeat Strahd (making it an optional final session or two if they finish early, though the book doesn't call that out as explicitly as it could).  My only vague regret is I didn't ban chaotic neutral alignment and didn't force them to intertwine background more, and that I didn't quite have time to let them explore the countryside a bit more (I wanted to use Berez). But I pumped them through levels quickly and they'll hit 9 if the find the Holy Symbol and take a long rest and then they can attempt to kill Strahd or murderize them. I'm slightly glad they didn't hit the elevator trap, though they might still do that.

Long story short, the PCs are well positioned to get to Strahd in the next 4-5 hours of play and hopefully will so I don't need to open an extra trap door shooting them into the crypts after 3 hours of play on Wednesday. If you want to run this beast in less than 40 hours you need to cut some things but can defo run it as the original module with just Barovia and Ravenloft (I'd guess 20-25 hours, 2 marathon sessions), or possibly add in a few things like the Old Bonegrinder to spice things up before the castle if you have the time. Fudge the reading, put one of the things there if you need to, or make the winery and Yester hill closer, move the abbey, whatever you want.

Wednesday, June 29, 2016

Curse of Strahd: Actual Play 4

This session was a shit show. We started about an hour late because of too much chit-chat and some people being 20 min late. the party headed back from Yester Hill to Vallaki, stopping at the Wizard of Wines and Krezk along the way.

First, at the winery, they had the audacity to ask for compensation for bringing the gem back. Even after Martikov reminded them that he found valuable information in his ledger about where a guildmember might be buried and didn't ask for anything (other than them leaving his house). So, Martikov knows they have the gem and sends his kin back to Vallaki ahead of them.

They go to Krezk to make sure Strahd hasn't burned it down. He hasn't, so they head back to Vallaki. Along the way I roll the skeletal rider random encounter. They pursue him and easily take him down, learning nothing.

Back in Vallaki, they learn Rictavio has hastily left town and meet Gadof Blinsky, to my delight. Everyone loved it, and they bought an Ireena doll and a Strahd doll. Ezmerelda showed up late because Vistani aren't welcome in Villaki, and they had heard from Ireena and Ismark there was a strange man staring at them for a while. Putting together clues from the toy shop and the Inn, they realize Izek has some shady interest in Ireena. Ezmerelda asks them what they'll do about Ireena since she's not safe, so they pursue the St. Andral's Bones hook a bit.

The party talks to the orphans in the town square where they were gathering before the parade. They get Yeska to come with them while the paladin has a biggest-dick competition with Izek when he comes to round up the children for the parade. It was a great scene, with Izek being much smarmier than they expected. Gaining info from Yeska, they confront Milivoj about the bones and he admits the Coffinmaker paid him. At this point, however, the festival is about to start.

The blood hunter sticks around the inn, hoping he can hide and not attend the parade while the others look for the coffin maker around the town square. For some ungodly reason, the blood hunter starts the Blue Water Inn on fire. I guess he rolled well on an insight check to know that for some reason the innkeeper didn't like them much, but I didn't think that was a reason to deprive someone of their livlihood.

As the parade progresses in the town square, the party is horrified at the lone laughter. The paladin steps in to light the wicker sun with his sunsword, and the sorcerer casts disguise self to appear as a guard and convinces the other guards that he's got the prisoner handled. The swashbuckler keeps the crows torn between what they should do, and Fiona Wachter makes her play and tries to convince people that they should oust the Burgomaster and serve Strahd. The party was totally thrown by the Burgomaster trying to keep people happy and deposed  him, leaving his son in charge after a brief stint of thinking that the Burgomaster's wife was in charge.

Meanwhile, through some very delayed cut scenes (I'm proud of leaving the bard in suspense by constantly cutting to him for 1 round of action before cutting away), the bard found the coffin maker and went to his shop, forcing the coffin maker to show him where the relic was. The coffin maker reluctantly went upstairs and was killed by the bard's shatter spell when the vampire spawn woke.

Unfortunately, this accelerated the St. Andral's bones plot, so when the whole party realized there were vampire spawn loose in town, they eventually wend to the church to find Strahd killing the priest and they send the spawn packing.

So, now the party has really alienated the Martikovs, who have reclaimed one of the gems from the party. They've deposed the burgomaster of Vallaki, leaving the son in charge (nominally). They still need to get back to Barovia to find their greatest ally, and make it to the castle, probably stopping at the windmill on the way.

Basically, I need to prep the whole castle asap, because we're going to do a 8-12 hour marathon on Saturday and then hopefully if they're still alive they'll go after Strahd at the end of that or next week because that's all the time we've got. And lesson learned, even going through Strahd quickly... 25 hours of play wasn't enough. 40 hours for a quick game is probably more like it (I hope), unless you really cut it down to the original module.

Wednesday, June 22, 2016

Curse of Strahd: Actual Play 3

After the massive amount of prep I did for last week, this week was just a little bit. Still need to prep the castle itself, but hopefully I can get that done soon since my Church game is mostly prepped for the next week. The group started by fleeing back to Vallaki for a long rest after 30 needle blights bested them. They met some Vistani bandits on the way back, and learned a few more rumors and one of them was unknowningly relieved of their trinket so Strahd can scry on the party now quite well. While in Vallaki they encountered Rictavio finally but Ezmerelda hadn't yet brought Ireena and Ismark to the Blue Water Inn. They bought lots of oil and torches in town and the bard chatted up Rictavio.

Now, the bard is being played with what I call 'disruptive traits'. Last time he basically caused the party to loose to the needle blights because he spend all his spell slots early in the morning on mischief and a few reasonable things. So when he rolled poorly on shatter (his last spell slot) he wasn't able to help much in the fight. So this bard basically casts detect magic to identify important NPCs (who else has magic?) and Rictavio obviously has 3 magic items. So he flat out asks what's up with the three magic items. Rictavio is obviously leery about anyone coming up to him and saying "I know you have three magic items" but engages them a little trying not to reveal his secret. The party is obviously suspicious, thinking of his true identity or that he's the mad mage. Bard goes back the next day and hits Rictavio with suggestion, trying to force him to tell the truth. I decide that he can't be forced to reveal information due to the ring of mind shielding, but also that he would be really awkward in doing it and thereby sorta reveal stuff by omission. Anyway, that all took far too long for the bard trying to do something good for the group. At least both Morgantha and Strahd managed to scry on the party for the day.

Party eventually goes back to the winery, but because so much time has passed I rule that the Belviews went to the winery to catch up with the PCs but ended up fighting the druids instead as the PCs had fled. So they get to the winery and start snooping around for the guild member's tomb, thinking he's at the winery (their Tarokka reading). In doing so they alienate the Martikovs who are just trying to clean up their home. So unless they return the missing gems the ravens won't be helping them anymore. I take pity on them though and old man Martikov finds his old ledger and finds some records from back in the guild days and notes that one of them was burried in Castle Ravenloft.

Next the party goes south to Yester Hill, since Ezmerelda did her own reading and had heard about the hillfolk. As they sneak up towards the hill Strahd arrives on Beucephalus and the ritual of the hill starts. This leads to a 40 minute time-out as food arrives and they debate endlessly about what to do. In the process flubbing an insight check (with advantage from inspiration, +d6 bardic inspiration, and +d4 for having a relevant Tarokka card representing the inspiration) to see what Strahd might be doing. That was a great check, but the players aren't yet trained not to ask if they can constantly make rolls. I think they're finally getting that I'll generally only let one of them roll for the party though (the one with the best shot).

So, they totally annihilate the druids of the hill and burn the effigy. Then they have Strahd to deal with. The rogue climbs up on the rock wall and draws a 9 from the minor deck (10% chance), meaning he gets hit with a lightning bolt for 44 damage.

They smartly converse with Strahd a bit, he admits he's just brought them to Barovia to toy with them (mostly true), they catch him lying that he could leave whenever he wants, and they now know he's been spying on them. He asks a few time about Ireena and they imply they left her in Krezk, so he flies off to make his date with the Abbot (who will tell them all about Ireena since they spilled the beans to him previously). Then I realized there were supposed to be more blights by the tree, so they all come out of the branches once Strahd leaves, injure the party a bit, and the party easily beats them (though uses a few resources).

Interesting thing, having no barbarian, druid, or ranger I gave the blood spear to the outlander paladin but he was quite happy to take the sunsword instead which was burried under the tree. I named the axe in the tree "Trunkbreaker" (but in Elvish, where it sounds much more elegant, I assured the party). Funny thing though, only 2 members of the party are good and that axe will damage non-good people who attack with it.

So, overall the group did accomplish a lot, even though it felt slow. They uncovered Rictavio's secret, got the sunsword, cleared out Yester hill, and survived their first encounter with Strahd. That's four things! If they give the gem back to the winery (rather than selling it) they'll start out the next session with another XP in my ridiculous system of trying to award XP for doing good deeds and advancing the story. I also mentioned that we might try to schedul one extra session in, because next time if they deal with the bones of St. Andral and the festival of the burning sun, try to collect their greatest ally and stop at the Old Bonegrinder before going to the castle they'll still need at least a whole session before going to the castle. Though they might opt to go to the castle once, then deal with outside stuff before going back to try and defeat Strahd. However it goes I think I need another solid 12 hours of play to try to bring this to an end so hopefully an extra session can happen.

Of the tricks and such that I tried, handing out high-deck cards for inspiration has worked well, as has having players hand their traits around the table to have someone else track their inspiration. Its nice to not worry about that. I keep forgetting to hand out exhaustion when players go down, so some of my grand schemes to make the game grittier haven't taken hold. Also rolling weapon damage with the attack, group initiative has been a mess with this so I might go back and try individual initiative again and rush people through their turns next time. We'll see how it goes. Looking forward to the next 2 planned sessions, but I really think we'll need to do the extra one so hopefully we can make that happen soon.

Friday, June 17, 2016

Bachelor Party Viking D&D Recap

A month ago I was back in the North having just run a two day Bachelor party D&D marathon and best manning a wedding. Because I wanted some secrecy and surprises, I didn't write much about the thing beforehand and general business afterwards left this lingering. I think its time to tell all.

Back in the day, the Antagonizer had a (somewhat infamous in my mind) surprise D&D birthday party. His now wife will probably never repeat that mistake, as the little white lie to get him to the location ballooned into him prepping for a birthD&D game he wouldn't be running, the game ballooned out of proportion with about 10 or more total players, and the game that was run featured a scenario that I didn't think felt at all birthday-y. So I had to do better, but it also became apparent that the bride-to-be and maid of honor were totally spilling beans left and right, so I also had to do it all on my own if there was to be anything surprising at all.

I went with a relatively obvious choice of scenario: vikings! I vaguely crossed it with hyborean age Conan materials, but that didn't really come out too much. My other good option was something totally Fury Road, but with the honeymoon slated for Iceland I stuck to my original idea and D&D 5e because it was a system I knew reasonably well and figured all the potential players would be familiar with (though I sorta wish I had used Astonishing Swordsmen and Sorcerers of Hyperborea, I knew going with the familiar was a better option in this case). So I picked up the old Vikings historical reference book, the basic Northern Reaches gazetteer, and a couple others (turns out the Great Glacier isn't really all that useful).  Strangely, I also was able to do a tourism in New York and see a Vikings exhibit at Times Square which also provided some good inspiration, though I didn't include all the trinkets I had been intending.

My original plan was thwarted by scheduling and such, so it wasn't one scenario for the whole weekend, so I had to go with two separate-but-linked adventures. The first riffing off a Croatan comment from the last D&D game that I played with folks (but also Frost Giant's Daughter), and the second ended up being Moby Dick. Because I knew of the Icelandic honeymoon, I also wanted to put some Viking/Iceland lore into the game. Unfortunately my dream of using floorplans and such from actual sites the Antagonizer would visit crumbled because 1) its hard to find floor plans of archaeological sites online, and 2) most of the sites they were going to didn't really lend themselves to this sort of thing. Alas. The one option I had really tried to insert, the crazy big church, didn't end up being discovered either, though that was ok because it was mostly there just to have a crazy big church and filled with boring undead.

Since I didn't think the group and I could pull off a two-day Saga of the Icelanders game, I opted to go with croataning a colony for part 1. The PCs were latecomers to the colony and their loved ones had been turned to seals for angering the Frost Giant's Daughter (conaning it up a bit in the process). I had initially been going to go with they were all just kidnapped, but somehow them being turned into seals (better than penguins, right?) came up when I mentioned my vague plans to one of the D&D guys here in Faraway. I sketched a by-hand map of some potential sites and filled them with a few characters inspired by viking myth and my two primary D&D references. So the party encountered pukja and a witch with a cat-drawn chariot and the like. The Groom hung himself from a tree (and sacrificed 2 points of Constitution) to master the seal-rune so he could transform seals back into humans (with rules basically just stolen from GAZ7), and then they took out the frost-giant's daughter. Fairly successful.

Draft of the map, missing witch's forest to the east, big-ass church, and others. Players didn't explore the Hudrefolk mounds or hot springs.


I think it also helped that I gave them some interesting character options. I gave out a reduced list of options from the available official D&D materials plus Unearthed Arcana. Since it was so restricted I reimagined the list of dooms from the Viking's book, trying to give each one a potential good aspect. The star doom was unlucky, which let any player tell the unlucky player to fail a die roll and grab inspiration. Because I was doing an all human game, I used dooms for the stat-rearranging. If players kept their stats, they got to pick a doom. If they rearranged stats or took the standard array they'd roll to randomly get one. It led to a couple less-than-optimal characters so dooms could be chosen, or the players just didn't care about their stats much. Not quite sure which.

Part 2 featured most of the same characters, but swapped one out for another as I opted to bring in a few others since it wouldn't just be blokes in the wedding itself as I had originally hoped. This time the scenario was Moby Dick. I had tried to lay the seeds of an old hero who was cursed and became a dragon, but it didn't really become relevant as the entire game was about 5 hours and three combats with the same dragon. I used a white dragon as the base and made a few cosmetic changes so the dragon was a bit more corpse-tearer inspired (poison breath, stole lair stuff from green and black dragons, etc). It was satisfying. I wasn't sure I could get the PCs to flee after the first encounter with it, but 5e characters are fairly resilient and once a couple went down the party realized things will be hard. They had gotten the dragon to within an few inches of its life, but it retreated into the water exit of its lair. The party explored the lair a bit, surmizing there was a second entrance so the dragon wisely came back after a rest through the main entrance, avoiding their well-laid trap after laying waste to the colony out of spite. After another encounter they had the dragon on edge again, so it retreated to the frozen lake where it figured it could rest for a day (regaining full strength at the expense of losing its lair). The party short-rested and booked it to the lake (rangers can nicely determine when dragons are around, though I still find that ability to be really vague). I think the players thought the dragon would just come up and play fairly, so I made it instead a bit of a whack-a-mole game where the dragon tried to come up from hiding then retreat back below the icy water. Luckily for them the cleric had water walk as a spell and the sorcerer had mastered the seal-rune so the icy waters weren't a huge danger. In the end they killed the dragon, which was quite satisfying and managed to do it in the time limit we had for the game. Not much exploration of the dragon's heritage and backstory, but it apparently wasn't necessary for folks to have a good time plus they got to go into a volcano.

Overall I think things worked out quite well. If I had had the time I would have ran it here before hand to test things out, as I could have fixed a few things up and done with a little more prep, but so it goes. I also had to go win the Best GM award for prepping and running an old school ridiculous module right after I got back to this sandpit, so I'm very happy with what I was able to do given the constraints that I had. It was exhausting, but worthwhile.

Wednesday, June 15, 2016

Curse of Strahd: Actual Play 2

This session went better than the previous one, but slower. I was much more prepared. Probably because I types up 6 pages of notes on places I expected the party to go and what they might do there. Obviously they went off the rails right away, but that's always expected. They got a lot of info talking to the Abbot and Ezmerelda. And made some enemies and bad decisions. Obviously spoilers may ensue.

Starting off, the party began at St. Andral's church in Vallaki. They had planned on taking Ireena to Krezk as Donovich had suggested, so they set out to do just that. Strahd's stolen carriage was left with some locals to paint, so they moved at draft horse speed towards Krezk. I had thought they'd take the carriage with them and was planning on having Strahd show up to deal with them, but since they didn't I just used the first random encounter on the road they got: 3 werewolves in human form. The werewolves attempted to pass themselves off as travelers from Krezk, asking about the news from Vallaki. The party dropped a little too much info, so as the wolves got close they suddenly said they had lied and the party is what they were looking for. Lamentably they rolled poorly and I neglected to have the wild sorcerer roll for spell failure. Next time he'll draw from the low deck of Tarokka cards and a draw of the Berserker (6 of swords) or Anarchist (6 of glyphs) will be his surge. After killing one wolf the others fled, but ranged attacks brought one of the two down so only one escaped with his life. A bit to the bard did make the party a little wary, however.

When they got to Krezk my notes said they'd be turned away towards the winery, but a knock spell by the bard opened the gates and the party was reluctantly escorted to the abbey. Along the winding road Ireena was suddenly drawn to the sacred pool when she glimpsed it, but the party stopped her before she could get too close. So her identity had basically been ascertained, but she wasn't safe. They continued on to the abbey.

Wednesday, June 8, 2016

Curse of Strahd: Actual Play 1

First session tonight. A few kinks, as expected, but we made decent progress. I was really hoping to get through the village of Barovia, card reading at the Tser Pool encampment, and find one of the treasures. Well, since the treasures are random they didn't have a chance to do that part, but they got to Vallaki in 5 hours!

First up, obviously we spent the expected 45 min or so going over some character details and a few expectations for the adventure. I've got a noble wild sorcerer, mercenary swashbuckler, outlander vengeance paladin, entertainer lore bard, and acolyte blood hunter. Had them roll for trinkets and on the harrowing event table from the Haunted One background since no one opted for that background. Had hoped they would work out some things like party alignment and goals and such beforehand, but at least we kept the intro stuff to 45 min. Then the book started in full.

I opted for the werewolf hook, since Bryce suggested it was the only good one and I kinda agree. I might have considered running Death House but we only have 5 weeks, maybe a 6th if we all have time to squeeze an extra session in. So the group came into Ravenloft. First random encounter was wolves (I had them howl in the distance) then a hidden bundle (commoner's clothes). After the creepy gates of Barovia, they found the dead body and its note, then waited as the dire wolves came in. The swashbuckler got mauled and they took one down. A low moral check meant the other wolves would back away if the PCs let them. Reason prevailed and the 4 remaining dire wolves left them alone. An aside: the 90s-style cursive note was almost impossible for everyone to read. I'll have to type all the handouts and print them in a more normal font, I think. Another place where the usability of the book fails.

In Barovia they first encountered Mad Mary, then went to the Blood on the Vine tavern. They talked to Ismark, agreed to take his sister to safety, dealt with father Donovich and Doru, then gathered Ireena up after the funeral was finished. Oh, and they spotted Morgantha selling pies but didn't get the full encounter. The religion of Ravenloft isn't detailed enough to withstand player questioning, but luckily the paladin is devoted to Lathander who is apparently the same as the Morninglord.

From Barovia they stopped at the Tser Pool encampment where I learned that there are fewer suggestions for the reading than I had expected. As in, they asked Madam Eva to explain the reading to them. Two of the treasures are in Castle Ravenloft itself, and I'm not sure how to telegraph this to the players. I suspect a meeting with Rictavio or Esmerelda can be used to help there, or even the Keepers of the Feather or Baba Lysaga maybe. I'm trying to get the players to ask around town for rumors and info, but they haven't quite caught on yet that they could ask for key terms, though they've started asking a lot about tombs and graveyards because one of the treasures is in the guildmaster's crypt.

After Tser pool they found the black carriage with an invitation to the castle in it. I wanted them to know Strahd was around, but they didn't take the bait to bring Ireena and Ismark with them to Castle Ravenloft itself. So they unhitch the carriage, take it, and go through the gates of Barovia again and pass Old Bonegrinder. A bit of temptation to stop there, but they press on. One more random encounter on the road is a lone werewolf in human form. He sees their numbers and has no inclination for combat, but does tell them that the old woman selling pastries lives there. I'm cutting down on some of the encounters that could happen, so they make it to Vallaki with no further problems.

In Vallaki they head to the inn. The blood hunter goes around town getting the lay of the land, the paladin talks to the wolf hunters in the Blue Water tavern, and everyone is creeped out that the standard greeting in Vallaki is "I'm happy that you're happy!". They get a few rumors from the inn, but don't press it to get a lot. They spend the night, and stop at the church the next morning to see if they can swindle some holy water out of the church if they need it. A good persuasion roll and seeing the symbol of the morninglord on the foreign paladin's shield gets Father Lucian to fess up that they can't make any until the bones of St. Andral are returned. This sends me into a bit of a panic as I see he told the boy Yeska about them, and Yeska told someone else, but I was expecting more than that when they asked who Yeska was. The naming in the adventure is odd, as there's not a way to distinguish between big-names and small names. And I searched an index and find he's only described on page 97, the one I had been looking at. So, at this point I'm a bit flustered but we've made good progress and its 10:30pm, so I figure we can stop there.

Five hours and 30 minutes, being a bit speedy and taking 45 of that for character stuff and we're in Vallaki at least. I could have slowed things down with a couple more random encounters, but I didn't think that'd be needed. I know to prep Krezk, the Wizard of Wines and Yester Hill for sure, plus probably the rest of Vallaki. Not too bad, and if I just end up giving the PCs a level per session then they'll be 8 by the end of days, 9 if we do one extra. I might just cram most of this in. Well, still trying to skip the mad mage, van richten's tower, Argynvostholt, Tsolenka Pass and the Amber temple at least. But we'll see. They've even figured out the identity of their greatest ally, and if I can make it clear that two treasures are in the castle, we'll just spend more time in the castle after they get one from Yester Hill and gather their ally from the village of Barovia.


Tuesday, January 5, 2016

Double Dungeon Reflections

So, the antagonizer and I recently ran a double dungeon: we agreed on sharing a map and populating it with two different groups. I ran a group of Dwarf PCs first, and he ran Drow PCs second. The goals for the two games was to do something wacky with the same dungeon map and also to show off some iconic elements of D&D. Overall I enjoyed both sessions, both running and playing.

The map. I liked what we chose. It was two pages from Dyson which were explicitly one level of a multi-part dungeon, so the two maps fit together well. We decided first on what each room would represent (more or less) and then populated them with furniture and such. There were two issues with the map. First, it was a little too big. I liked it, but it was hard to cut down, which meant there were a lot of empty-ish rooms to explore because we only had a solid 6 hours in each session. The second issue was that replaying the same map made it a little easy for me to picture where we were (as I was intimiately familiar with the map). Two other players played both, and it was a nice in-joke to re-explore the same ground, but it was lost on most of the players the second time. It was also hard to ignore what I knew already about the map. The fix for some future double dungeon is probably to pick a three-page map and share only one portion of it between each expedition. The real issue here is we could have done the double dungeon with the same players both times, but I wanted to play with a broader set of people, rather than the same group of 7 people twice.

The PCs.  For both drow and dwarves we put up a reduced list of thematic options. I liked it, as it kept most of the characters stereotypical. We each allowed a couple characters that stretched things a little. I kept my list a bit tighter, so there was one dwarven deep stalker ranger which worked fine (though I did talk the player out of a dwarven sorcerer slightly). The antagonizer had a broader list, but we still ended up with two deep stalker rangers, a female wizard, and neither priestess of Lolth was a cleric (Favored Soul of Evil and Underdark Circle of the Land druid). I think next time the way to do it would be to keep a pretty tight list of thematic characters (focusing on the main cleric, fighter, rogue, and wizard options) and really explicitly suggest a few good concepts that you'd only want to see one of: a dwarven artificer wizard, deep stalker ranger, svirfneblin illusionist or abjurer ally, etc.  Also, we needed to have an option for pre-gen characters somehow. We didn't restrict backgrounds in any way and pretty much did things by the book, so we could have made some suggestions there. It might make things easier if we just requested players to pick a race, class (& archetype), and background and then have the DM actually assign the mechanics if the player doesn't make the character by a certain date. One good thing we did was allow a bit more flexibility for the drow by giving men a +1 to int and women a +1 to wisdom, this made men competent wizards and women competent priests. We also went back to the original sources and let drow swap darkness for levitation (self only), for a bit of variety. This is exactly the sort of options one needs for a single-race game.

Personality Traits. I used dwarven personality traits from the second edition Complete Book of Dwarves. I basically handed one out that I thought would be a reasonable fit for each PC, then had each player draw one personality trait randomly. It worked really well because there were about 8 good options and they were good fits for dwarves. We did an ad hoc guessing of who was playing each one that might have been nice to formalize a bit. For the drow, this wasn't such a tenable option. The Antagonizer made a list of about five personality traits to keep in mind while playing a drow, which I think was about the best we could do in the time frame (I had forgotten about personality traits and done the dwarf ones quite last-minute). So while it worked better for dwarves than drow, dwarves were also easier. I think that I overall had the easier time since drow are pretty one-dimensional whereas dwarves are much more fleshed out.

Goals. I don't think I'll ever run a one-shot without goals again. Each of the characters had a specific thing they were looking for or needed to do, and it made for some nice victory conditions. The whole idea comes from games like Battlestar Galactica and Dead of Winter, where you probably have an overall group victory condition and one or more individual ones. It is a nice and concrete way to create a little conflict within the party but maybe not too much. Again, I think it was easier for dwarves than for drow, but in the end we did have a great stand-off at the end where my character used a spell without any obvious components (thank you metamagic) to force a male to attack my rival priestess. It didn't quite work out, but definitely upped the tension and treachery at the end. I'm definitely interested in exploring goals more, and if there is a way to make more smaller goals, and what makes good goals in a one-shot type game. The goals I used could definitely have been tightened up. Perhaps this could be done by trying particular goals to backgrounds and giving the PCs a list of backgrounds to choose from.

Background info. Because of my dislike of skills and preference for failing forward a bit, I put the relevant background info onto a bunch of 5x8 notecards. This included "rumors" or information specific to a character's background and also to training in certain skills and tools. The antagonizer followed suit, but he didn't have much time to do it as extensively as I did since his session was two days after mine. I thought the approach worked well, because players could get important info in easily digestible half-page cards only when it was relevant. But, for my part, I was trying to put together a great riddle about the dwarven deities, so I ended up giving out a number of irrelevant cards (mostly to the cleric and paladin) that detailed D&D deities. I could have easily cut a few out. Also, in one or two situations I had cards that relied on a DC 15 intelligence check. I kinda wish I had done that a bit more, with the very basic info for anyone who is trained, and a few extras for the lucky/skilled. I really liked this approach, but its a bit difficult to implement when you don't know what the PCs will end up being (and ultimately I got someone to be trained in arcana just because I wanted that after making a bunch of "trained in arcana" cards). I also effed it up by missing one person who should have been getting things: the result of someone picking a bonus feat late and I didn't know they were trained in history. I'd definitely do this again.

The Adventure. I think both games went well, and the size of the map was both a benefit and a hinderance. Each was billed as an excursion, and the goal was not to kill everything possible. Both parties made it in and out without killing or even encountering everything, and that was good because we didn't have the time for that. It was difficult to cut things though, perhaps because the map was so awesome and loopy. I think the antagonizer did a better job of making some rooms less useable than I did by flooding some. It might have been better if we had solid story reasons and hints of where people could find what they needed. The encounters were a bit easy for the dwarves because they missed two of the hardest (the Derro swarm and troll spellcaster + her two-headed lover).

Mapping. The hard part of running an old school dungeon is mapping it. I was going to start out with room descriptions only, but quickly resorted to drawing things for the players. I wish I had done it the way the antagonizer did, however, which I don't think was entirely planned but worked well. Rather than drawing each complex of rooms attaching to one another, he drew them ad hoc on different spots on the mat. I only could have improved on that by drawing them with different orientations to confuse people about left, right, north, and south. I wish I would have had more solid room descriptions, and done them more as distinct sections of the dungeon, but that might necessitate doing the map oneself rather than just stealing it. For example, things could have been clearer as an office complex, the town square, the priest's quarters, the barracks, etc. As someone who has been getting into OSR stuff, this has been weighing on me lately, particularly with my own Al-Qadim game and how to use newer technology (or not) to make mapping meaningful and easy.

Flaws. The biggest flaw I think I had was spending too much time trying to detail the dwarven gods, because only two characters were trained in religion and I didn't end up making full use of all that info. Like, the troll and duergar religion cards were basically just in the way for sure. I ended up making a quick little riddle in the end which relied on one line that the trained-in-religion folks got, though everyone had a chance of figuring it out with the illusion hint. I had an idea for sacred ale too, but it didn't come out because no one actually choose brewer's supplies as their racial tool option. I think the next flaw was in room descriptions: they were a bit sparse and could have been better, but also I should have renumbered rooms on the map. I missed one room for sure, and had a few extraneous numberings which confused things a bit, and when I passed the map on it didn't have a few staircases erased. If there was a third flaw, it might have been in creating characters. We didn't really make a PC as the players would, so there were some choices (languages, bonus skills) that we didn't think to put in the character creation docs. Not knowing what was planned but not experienced for the Drow, its hard to say what might have been done a bit better. The only thing that comes to mind would have been a bit more care in keeping secrets for a treachery game. We could have used a werewolf or resistance-style heads-down thumbs-up when detect magic and detect poison were cast, and if we had agreed to use facebook chat to send covert messages (though that might run afoul of the desire to have less cell phone use at the table, but texts can suffer more delays it seems) it might have allowed for a bit more treachery (or more paranoia).

In total. I really enjoyed this, and I'm even motivated to revise this so it can be redone. I think the dwarves ended up being a little stronger than drow, but really only because it was easier to do dwarven PCs. I think both sessions accomplished the vague goals I had, which was to showcase some iconic elements of D&D (dwarves, drow, and their gods), reëxplore the same dungeon, and test out some clear personality and goal options for the players to help in roleplaying.

For revision. For characters, just have players select the race, class, and background right away. Then if they don't make the character themselves by a pre-determined date its easy for the DM to crank it out as a pre-gen, and the players can even potentially ask for a change or two once they see the sheet. This would really help the DM to stat things up while giving players choices if they want them. Goals can be tied to this selection perhaps, and at any rate knowing a few details (race, class, background) will help the DM to assign goals earlier and background info. If the DM has a hand in making the characters its easier to ensure that one PC is trained in each of the 4 knowledge skills (GUMSHOE style). For the background info, this can easily be tightened up to remove some elements that didn't get used (or make it clearly optional with DC 15 checks since there's no drawback for not knowing the information) and possibly spreading some of the info out among the different skills. Goals, likewise, could have been tightened up a bit. Finally, the map needs to be more clearly annotated and the rooms need some fixing up; now that I'm running some old school modules I have a few ideas on what is helpful for map annotations and should implement some of those.  I'm definitely into seeing this baby run again in a 8-hour session. I wonder if it'd be possible to add a third or fourth excursion into the dungeon, perhaps svirfneblin or duergar, though they might have the same problems (or limitations) as drow did.

Monday, February 23, 2015

Reflections on Running 13th Age Online

I've learned a bit from running 13th Age. This is a bit of a grab-bag summary, but I wanted to write up some thoughts while they're fresh(er) in my brainpan.

You can do a lot with minimal prep. I ran a couple 13th Age modules/adventures, the first from the basic book and I steamrolled my players through good portions of Crown of the Lich King (a 13th Age organized play adventure). Now, the Crown stuff was a bit odd in that the thing was organized into 2 hour play chunks, and I totally skipped one completely, but it all worked out fairly well. A few skeletons of encounters, with notes on how many creatures and which creatures to shove at the players worked wonders, and the simple stat-block format of the monsters really helped that. When I was running 4e, I could actually construct or modify the next encounter from the printouts I had during the downtime in players' turns, but this was a bit nicer.

I could have prepped a bit more. There were some things I should have expected to happen, and prepped those. Magic items are one example. When the modules recommended magic items, they also recommended rolling relationship dice and whoever gets the highest roll gets an item, or whichever icon comes up highest per player gets an appropriate item. With only 6 icons in play between the 2 players, it would have been easy to decide in advance 1-2 items for each icon, and to have the text ready to give to the players.

Montage scenes can be good ways to speed a few things up. I recall doing this explicitly with some Fading Suns games long ago (even describing the star-wipes), but a montage scene can be a good way to help keep the players involved and also move past some parts that could be a bit cumbersome. Obviously more important in story-based games. When I plowed through the last 3-4 portions of Crown on Sunday, we hit the montage button a couple times though, and it definitely got to be a bit much. So a montage once in a while seems reasonable to me, but not every game. Despite the fact that the collaborative montages came out of the Crown adventure, they seemed like they could have been in the 13th Age main book. Ultimately I did end up doing a bit of montaging (there were some odd trap sections of Crown that I'm not sure I understood) with dice rolls, and that worked out fine. It made the montage a bit less focused on heroic awesomeness, but I got the sense the the PCs were spending resources based on how they handled obstacles.

Tell your players the numbers they need. If players are rolling dice, why hide the difficulty? I think this goes hand-in-hand with not require superfluous rolls. But towards the end of my 13th Age time, I realized it was just easier to tell people what they need to hit. I think this notion mostly came out of my last session where I found myself spilling the beans on the DCs more. Even if its general "Nothing under a 18 will hit these guys" or whatnot. And for skill checks too. I tried to follow some of the difficulties recommended in the books/adventures, but if they need a 20 or even 25 to succeed, why not tell them? I think it gives a bit more suspense to the roll. Fail forward can really help here. Telling the player the difficulty of an action also lets them judge for their character how difficult an action is going to be. That said, if you don't want players to know how well they did, make the roll for them or just use an average roll (like the "passive" perception of later edition D&D).

For the love of all that's holy, make rolls important (or at least not trivial). If the players are willing to spend a resource on overcoming an obstacle, they probably don't need to make rolls. I let the PCs scale a cliff and bypass some crazy undead magic obelisks because the sorcerer said he'd just use a flight spell to get himself plus a rope up. No need to make the pretty athletic thief roll a DC 5 or even 15 check to climb that rope. No dramatic tension, resource already expended, no real need for a roll. I'da probably asked for a roll if they were tossing the rope up just to see if they ended up taking a little damage (or, more likely, losing a recovery) if their gamble didn't work out. But all sorts of knowledge rolls or perception checks... generally unneeded. Also, don't let the PCs re-try things too many times. You failed the check to figure out how to open the secret door, you're going to need things to dramatically change (or maybe come at it with another skill) before you get another roll. But I also know that because there were multiple routes: the PCs didn't need to get that secret door open in order to make progress.

13th Age style backgrounds rock. I really like the notion that you should put a few skills into sentence form. One idea I'm floating for a 5e game is that simply for each skill you have, you need to put it into a sentence form to solidify how your character acquired the skill and what it really means. That's a bit of a different middle-ground, but I think I might really like that. A couple times it wasn't always clear why a players' background should have benefited a roll, but I think I only disallowed a couple. I could have put some more pressure on the players to be creative though: "What crimes did you commit as Heir to the Prince of Shadows that were similar to sneaking into a Lich Baron's house?" Or: "How did your blue dragon tutor teach you about necromantic magic?"

Online tabletops are odd. Roll20 worked fairly well, we didn't have too many audio problems after the second and third sessions. If I'm going to keep doing that I'd like to figure out some of the bells and whistles to get creatures into the system easier, and organize my play spaces. But overall it worked better than I had expected. I can imagine doing some other games with it, though because all you have to work with are the little map and tiny head-shots of the players, I think it might be a bit more suited to actually using gridded combat. The abstract distances were occasionally a bit hard to judge when we do have all the little tokens on the board. But, it wasn't a real problem.

Story games can be fun despite the railroad. I didn't feel like I necessarily left my players a lot of choices, but because I was adapting some of what I did to what they were doing, I think they got the impression that their choices mattered. Obviously I was going to use the Crown adventure regardless of which deceased icon they were trying to steal/resurrect, so it wasn't hard to reskin it for the Leviathon instead of the White [dragon]. I even reskinned the Lich King's vaults as Baron Voth's mansion because I didn't take enough notes and that's where the players thought they were going. No problem though. I think this is a real difference between story games and old-school sandbox games: in one the players choices are a bit illusory and the journey is more important. In the other, the players choices matter, but there's so much to explore its often quite moot.

Take notes. I liked starting each session off with a recap, rolling relationship dice, and having a few notes on things to try to add in (even if I didn't really get around to adding in graffiti much or describing lots of non-visual sensory info). But, damn, having a couple weeks (or months!) between sessions means I should have kept better notes. Notes of all the items I gave out, where players were going and why... All would have been useful. Reminds me a bit, however, of the journals I tried to have players do for an old Fading Suns game. We didn't keep those reliably, but its cool to go back and look through what we did do. And I think they did help keep people more aware of what had happened before and what their plans were for their characters.

Non-tactical combats are fairly fast. While I actually did enjoy the tactical combats of 4e (best part of the system, right?) they did start to grind on. Most 13th Age combats were pretty quick (though it was only 2-3 players). 5e combats can be similarly quick. I wonder about higher-level 13th age combats though. The virual dice took us a while to get used to, but they mathed everything out for us and it didn't take a minute for someone to collect enough dice, shake them an unreasonably long time, then roll and count. And you still got to see the dice explode on the virtual tabletop (like 15d6 on an empowered critical hit). Add to that the 13th Age "articifial intelligence" of monsters (their tactics are largely based on dice rolls, so the DM choices are easy to make. So a smaller number of players, the electronic dice, and 13th Age monster tactics might have really helped speed up combat, but I don't think it was just that. Tracking conditions definitely slowed me down as I was using the table top too. But its a refreshing change of pace from some previous editions still. And even small/quick combats have a chance to go awry or eat up the players' resources.

I'm not sure if we'll get a chance to return to the 13th Age in the near future or not. Even if the guys and I can find a time for another game here and there, we might switch to something else. But its been a good experience, that's for sure. 

Monday, November 24, 2014

Virtual Tabletop

I ran a 13th Age game online yesterday. It was pretty slick.

First off, playin' with the guys from long ago was nice. Only two of them, but I think the small group was just fine. There's something about the small group that makes it a bit more personal than a 5+ player group, and I don't think its just the speed at which you get to take each turn.

It is more exhausting as a GM though. You're almost always on, though not quite as bad as the 1-on-1 type game, as the players can chat a bit about things, but it wasn't enough time to let folk chat while you sneak away for a drink or bathroom break.

The virtual tabletop was a slight adventure in and of itself. I think it worked relatively well, though we did need to refresh the browser a few times to keep our audio connected, and that was after ditching the video feeds. I'm thinking I should try connecting with a cable next time to see if that helps a bit or not. But the software worked pretty well for a first try. I can see how if you keep playing it could be decent, though their 13th Age sheet is a little lacking, and it looks like you'd need to pay to adapt it. With only two characters, we might be able to calculate some things by hand (charisma modifiers) and write appropriate macros, or just type /r d20+3 instead of #melee...

Prep wise, doing a 13th Age module requires a bit more flexibility than I was ready for, which basically means I needed to write down a bit more of the info from the book into an easily accessible format. Of course, I didn't know which NPCs I'd want to use or Icons that would be involved until the game started, so when we finish this up next week that'll be much easier. For the tabletop, I need to pick out a few more maps and tokens beforehand to speed things up. I think 15-30 minutes putzing with tokens would have gotten me hitpoint bars and the like set up right away, plus possibly finding come decorations for the map layer, like the corpses. I'm not yet sure how much the actual map pictures helped versus just having tokens and the white background: we've done wonders with that wet-erase battle mat.

Rules-wise, I think it went pretty well. Despite my love of rules and love of enforcing them, I'm of the opinion that you use what you have at the table, make a ruling, and can go back and look up the specifics later unless they seem pretty important. So I think I made that work, though I still want to re-read the icons and combat sections. I even didn't really need to loosen the definition of Sneak Attack as I thought initially, as the rogue gets some powers that let them break their own rules for when they can apply sneak attack. But, eff it. I don't play a game where common sense won't let someone do something, I'd rather err on someone doing something nonsensical (garrote or prone an ooze) than not be able to use the powers their character is built around.

Character creation took longer than expected, if we had only spend 1 hour on it we'da probably finished the module. But I think a good chunk of our character creation was also spent on chit-chat and the players reading their 10 pages of character info. I didn't want to insist on everyone coming with a character already made as I've talked a lot about group dynamics and making a party while you create a character, so it meant the players had each skimmed about 4 classes and then choose from them then and there. The nice thing about 13th Age is most classes are contained within about 10 pages (that's levels 1-10) and for any future game I'd definitely print those 10 pages from the PDF (or SRD if I don't have my fantabulous free color printing) for each player to keep along with their character sheet. I should make a similar rules summary to this 5e one. I also really loved when Z asked if it was ok to take Swashbuckling for his rogue, and I had to respond that I'd be disappointed if he didn't. Some of those class talents just add a lot of flavorful awesomness that is missing in the new sanitized D&D.

All in all, a few things that we could have done differently. There was only one point where we probably had to refresh for a second or third time where I was feeling like the virtual tabletop wasn't going to work out, but now I'd definitely like to try it again and finish the adventure next week. And, foolishly, I've been tricked into figuring out why the various icons in play thus far (and one or two that aren't) are all making the moves they have, such that I could easily run this from level 1 to 10 if schedules and interests aligned. Because I'm a fool, a foolish fool.

At least this time I was tricked by hicks into cleaning out a barn.

Tuesday, November 18, 2014

5th Edition: I am the goddamn healer...

So, in this 5th edition D&D game I showed up to a couple months ago, I was told that the party could use a healer. Being a good team player, I whipped up a cleric. But the type of cleric I might be more into: gnome trickster domain cleric. I had just read War for the Oaks and felt like I might have a good handle on playing a trickster cleric. Though we didn't discuss everything and a few players picked pre-gens when they showed up, so we weren't building a cohesive party. Otherwise I should have gone with a Knowledge Cleric or Sage Bard because we could have used the encyclopædia role (no actual wizard in the party originally). I'll judge these people as Pathfinder players and they mostly want to do cool things and deal tons of damage.

But last week, it happened: I was going to cast Pass Without Trace for the party so everyone would be able to sneak and we'd do well at it with little risk.

"How many heals with that cost us?"

Eff you.

Because we have a warlock and no one else is really benefiting from short rests except via hit dice, the DM has been kinda stingy at letting us take short rests and the party hasn't thought they're as valuable perhaps. And why should they: the gnome (Candide Voltaire, yep, reusing that name) can heal them.

I'm a little sad at this because in 4e the healer was doing other things while healing, and the encounter-based healing meant that the healer also didn't really have to use as many daily resources. Now, I could exchange Cure Wounds for Healing Word and still be making some attacks, I suppose. And I think I just might start doing that now. Though I was also tempted to multiclass wizard soon to grab some illusions or rogue to solidify some sneaky skills with sneak attack. I could have picked a life cleric and maximized my healing potential, or a bard or druid or something else. But if we've returned to "Don't waste your spells if it isn't healing me..."

Bah.

I was just a little taken back by the comment. Next time I'm just going to cast the damn spell anyway. A good few good sneaks and surprise rounds is totally worth one second level slot for a heal-up. And I just might consider a dipping into Wizard or Rogue to grab some other sneaky trickster powers besides my cleric spells.