Showing posts with label Anthawk. Show all posts
Showing posts with label Anthawk. Show all posts

Wednesday, May 5, 2010

3rd Campaign Setting Idea

So this would be the third possible campaign setting for my mostly-but-not-quite nonexistent game. I began thinking up this campaign setting during the few sessions I had with the group out of Rock Hill and it slowly developed over a few game sessions.

The foundation of the setting would be Greyhawk during a mashed-up version of the Greyhawk Wars. There isn't a whole lot fleshed out for this setting, I would mine modules and supplements for concrete material, like dungeons, NPCs, cities, etc.

The meat of my creative input into this setting would be rooted in my interest in history, especially the history of warfare. This setting would be a sort of total war scenario, where Geoff is occupied like the "Against The Giants" silver anniversary supplement, Iuz and his machinations, a resurgent Temple of Elemental Evil, various demi-humans in the Pomarj, etc. (I'm extremely poorly versed in Greyhawk, so I am sure I am screwing up the details and I know these events are not concurrent by the book.)

The backdrop of the campaign would be heavily tied into wars. The initial group would be in the county of Gran March in the recently liberated city of Hochoch (this according to Against the Giants). From there, the setting could involve the PCs adventuring in occupied Geoff or through war-torn counties like Gran March, Yeomancy, and Sterich. The sandbox would be full with intrigue, conflict, opportunity, multiple sides, and plenty of enemies and allies on both sides of the war to fill the sandbox.

This setting appeals to my sensibilities by creating fictional military campaigns for the ongoing wars in Geoff. By using published material, prep work would be reduced since I can fit pieces in as needed. For example, the homestead under siege by goblins from B10 could easily fit into this setting, along with the myriad of dungeons, lairs, and fortresses littered through the B series, the G series, and pretty much anything and everything Mystara and Greyhawk.

This game would run more like a typical fantasy setting. There wouldn't be any apocalypse to survive and adapt to nor a "historical" setting meshing with fantasy. Typical might be the wrong word, more like "familiar." So would players rather have a "familiar" sandbox to play in, or would the fun in discovering an unfamiliar setting provide fun? Would it not really matter if the DM and players were any "good"?

Well, it's a third idea to throw in the hat.

Wednesday, April 7, 2010

1e Game, DM, Session 2, September 6th 2009

Well, this write up is only 7+ months late. I'm mostly including it for the sake of completeness because I will be damned if I can remember half of the shit that happened from this adventure.

I believe we left the PCs at the Oracle's encampment. The party had received healing and a meal in exchange for exploring a dungeon in the area. Yea, pretty damn cliche. At this point, being only the 2nd session as DM, I was still feeding the PCs plot hooks to help them move along. At this point, I was done making it easy on them. They were out of food and mostly broke, so I was able to subtly convince them to trek back to Melford to buy food and supplies and try to make some coin to finance the dungeon delve.

Upon arriving back at Melford, I had a few ideas. First, a tracker would appear in town after a day or two with the location of the lair of the Goblins from the previous encounter. I wouldn't just give them this information though. The tracker would have originally been hired by one of the NPCs who was engaged to the now deceased owner of the Spider Farm. So the PCs would be able to find this link if they talked to this NPC or spotted the tracker in town. I was hoping to get them used to the idea that the world around them was a moving, living thing that they should be interacting with in the absence of plot hooks being dangled in front of them. Unfortunately, the party has a difficult time interacting with NPCs without being prodded.

In the mean time, the innkeeper of Melford was murdered; cue the material from Stuart Marshall's Melford Murders. The murder mystery is fairly straightforward, focused on role-play with the chance of a fight at the end, all with a nice little reward. I was using the "easy" version of the mystery, this was their last gift.

Essentially, in the easy version, much of the work has been done for the PCs. The town constabulary has trampled through the crime scene, so there is no forensic minutia to wade through. All of the patrons of the tavern that night have been identified and are available for questioning. Questioning all of the NPCs should lead the party to two people with the same shared alibi that is also the weakest. One is the murderer, one is an accomplice. The accomplice will sing if squeezed, and the murderer will try to flee. If she escapes, she can be tracked down and the party has to deal with her and her brother in their hideout.

The NPCs' stories focus around two events that night. There is a convoluted love triangle that was playing out within and outside of the Inn. After wading through the initial lies and cover ups from the people trying to avoid being exposed as adulterous, it is easy to see that these people were not involved in the murder. The other event occurring was the Innkeeper's sister (and co-owner) having an argument in the cellar with the accomplice. This is a sham as the accomplice continues the argument one-sided as a ruse while the murder takes place. The final clue that exposes this alibi as weak is that one of the suspects outside can testify that the cellar door was open. This all should lead to the Innkeeper's sister and accomplice as being the primary culprits.

Well, the PCs latch onto the love triangle aspect and think one of them is the murderer. However, there is literally no connection between the victim and any of the lovers in their quarrels. So how in the hell does this murder make sense? They just assumed since these people were acting fishy and ultimately covering up their amorous affairs, that somehow the Innkeeper got involved and then was murdered. Not like you would try to kill the person cheating or the cheating spouse, but instead kill some random passer-by. The sister's motivation for her murder was sole ownership of the Inn, something that completely eluded the PCs. They never really thought about motivation period; motivation alone would point to the sister.

All of this was relatively simple once you question everybody. The party dropped the ball and then started acting ridiculous. When they go to question the Innkeeper's sister, she is rightly apprehensive. They latch onto this fact, so the half-orc fighter (Justin) attacks her without any real provocation or knowledge that she is the murderer. He hits her with a chair, roles a maximum of 6 damage, so I rule it's partly "sub-dual" so she is unconscious but not dead. Great. They try to wake her and question her, but with that much damage, she has a concussion and cannot answer any questions intelligibly. The Cleric/MU in the party (Terry) has a guilty conscious and heals the women. This lands the half-orc in lockup. The party then continues to badger the suspects involved in the love triangle but are not getting anywhere.

Now, I don't want to be seen as being spiteful for having the PCs attack the murderer even if it was mostly blind chance they picked her. It's a decent ploy to make an unfounded but convincing accusation to try to get someone to let out a guilty burst of incriminating evidence, but a straightforward physical attack doesn't really qualify.

At this point, the session is drawing towards the evening. The PCs are frustrated and are now getting the testimony of the NPCs mixed up, wrong, and are incorrectly attributing statements. I call an end to the festivities. I mention that they do not have to solve the crime by any means, it's not the end of the world. Instead, they are really gung-ho about giving it another go next session. They seemed honestly enthralled in the role play even if they are bumbling through it.

Ostensibly, I agree to give it some more time next session, but that of course never occurs. As mentioned before, this was my last session with these guys, either as PC or DM, until December of 09 for a one-shot attempt at restarting a campaign as DM with a trip to the Caves of Chaos. I owe you one more writeup of that session. Here's a teaser: TPK.

Thursday, February 25, 2010

B2 Campaign Ideas: How The Caves React

The last game I DM'ed this past December used B2 The Keep On The Borderlands as the main setting. The common criticism of this module is the fact that all of these different humanoid tribes live in close proximity with each other with relatively little conflict or cooperation one way or the other. In my efforts to expand the module contents, I'm going to propose a reactionary system for the inhabitants of the Caves.

[Note: Not like I'm actively DMing at this point, but if the ideas start floating around in my head, I might as well put them down.]

In order to impose some kind of system for the humanoids to react to incursions by adventurers, I need to create a framework for an ad hoc organization of the tribes as a whole. Ostensibly, the evil cleric in the temple cave is a cleric of the Elder Elemental God, also providing a hook into the Temple of Elemental Evil as an expansion to the B2 campaign area. If the PCs discover the link, or bring back evidence to the Curate in the Keep, it will provide a hook for a trip to Hommlett.

Even though this Cleric would be chaotic in nature, he still exerts a degree of control due to his power and small legion of zombies and acolytes. If the PCs are on the verge of breaking the Caves and scattering the tribes within, the Cleric will lose his influence and be forced to hole up in his Temple or hatch some other evil plan. This will form a basis for loosely uniting the tribes in reaction to PC incursions. Overall, the individual reactions of the tribes will be on a local level, basically, an increased state of alertness and defensive postures within their caves. On the larger level, as the PCs begin to put a dent into the Caves, a more concerted effort will be put forth by the baddies to prepare for adventurers.

This provides a loose context for establishing a relathionship between tribes of humanoids that would otherwise be warring each other. Some of the Caves that house baddies like the Ogre and Minotaur still work. The Ogre can still be a "mercenary" of sorts to the Goblins; as long as the Ogre is doing more damage outside the Caves than inside, the cleric would not interfere. The Minotaur continues to subside on sacrifices and enjoys ruling his little maze-like domain. Both of these heavy hitters provide an opportunity for the Cleric to use them in interesting situations if need be, such as an expensive bodyguard or even a magically controlled pawn.

The system here will be a simple counter that accumulates every time the PCs raid the Caves with a weight based on the amount of damage they do. I'll put forth a working list of what actions will increment this Threat Level and what value will warrant a response and the form of that response.

[I started to specify actions with a particular point value, but scrapped that in favor of a qualitative system, leaving it more open to interpretation and improvisation rather than a rigid system.]

Nuisance increments to Threat Level:

* Spotting adventuring parties within the ravine or actually encountering the inhabitants of a cave.
* Raiding the Kobold cave, even if the entire tribe is shattered. These guys would be the lowest on the totem pole, only allowed to exist in the complex due to the fact that they are decent cannon fodder. Also allows the PCs to at least have access to some combat experience without having all the Caves on high alert.
* Killing a small number of humanoids, such as during a wilderness random encounter or a limited skirmish inside the caves.
* Killing a significant number of Goblins in Cave D, but not shattering the tribe.

Ultimately, these actions can be taken without any real organized reaction.

Minor Threats:

* A serious raid into the lower level caves (Goblins in D) that results in shattering the tribe, killing the chief, or otherwise putting the Goblins out of action. While still low on the totem pole, Goblins are at least enough of a challenge to alert the rest of the tribes that there is a competent force of adventurers lurking.
* Killing the Ogre (Cave E). The Ogre represents a significant foe and would rouse the other tribes.
* Similarly, the Owl Bear in Cave G.
* A raid into the middle level caves (the Orcs in B and C, Hobgoblins in H, Bugbears in F) that defeats a significant number of monsters, roughly a large encounter's worth, but otherwise leaves the tribe intact. These troops represent a significant force for Chaos, so casualties will be felt.

Major Threats:

* Killing the Minotaur in Cave I. Only seasoned adventurers and do-gooders would be capable of navigating the maze and slaying the Minotaur.
* Causing massive casualties to one of the middle level caves, including killing the chief or shattering the tribe. This would be a severe blow to Chaos' manpower.
* Raiding the Temple Cave K. Even a minor encounter and a few slain zombies would be taken personally by the Cleric.
* Any significant raid into the Temple cave would probably be the highest insult short of actually killing the Cleric himself.


Potential Reactions

A single minor threat would force a guard to be placed at the entrance to the ravine. This would be a large group of kobolds (if left alive) as a disposable warning force, or a group of goblins that would be capable of putting up a fight before falling back. Multiple minor threats would increase the guard's presence at the ravine mouth, up to a 24/7 watch and a few mobile groups of Orc, Hobgoblins, or Bugbears patrolling about a quarter mile around the Caves. This is probably the maximum amount of organization that could be enacted given the mash-up of species. Patrolling groups would fight any adventurers found; a severely outmatched patrol would either flee to reform later or possibly  fall back to combine with other patrols/guards. Patrols are also a great opportunity to ambush adventurers after they have finished a raid and are burdened with loot.

A single major threat by itself would prompt a full guard compliment at the ravine and around the caves. A major threat plus some lingering minor threats would provoke a counter-attack as detailed below. Multiple major threats or a raid into the Temple would provoke the harshest counter attacks from below, assuming the Caves still had significant manpower available.

Counterattack Encounters:

* The Cleric would lead a contingent of forces to attack the ramshackle town outside the Keep along the river. (I added this to expand the Keep setting; populated mainly by refugees from the Giant incursions happening in Geof). The primary goal of the raid would be a quick attack to gain prisoners and corpses to animate as zombies.The incursion would seek to avoid confrontation with the Keep's forces. The PCs could get involved with a running battle to attempt to save the would-be slaves or even a quick follow up rescue mission. Or just not care.

* If a particular band of adventurers has really caught the ire of the Cleric, such as raiding his Temple, the Cleric would arrange to have the PCs killed. This could lead to a number of different encounters. The brigands or wild men could be hired out to stalk and attack the PCs after they leave the Keep. The Hermit could be charmed into entering the Keep and attacking the PCs, kind of a medieval suicide attack. If the adventurers use the same path to access the Caves multiple times, the tracks could be found and a nice deadly trap laid. The acolytes of the Cleric could try to gain entry to the Keep, sign on with the PCs as henchmen/hirelings, and lead them to their doom in the Minotaur Cave or an ambush in the Temple. Any or all of these tactics could be used to fight back against a group that has the Caves on the ropes.

Overall, this puts a couple good ideas down in writing to further expand B2, help develop the low-level campaign setting, and help add some dimensions to the classic dungeon romp module. The end goal would be to add enough content to the area to have the PCs run up to at least 3rd level up to 5th level with enough planned content and opportunities for improvised situations without necessitating a railroad to completely clear the Caves. Getting a single group of adventurers to this level would really be a solid start to a lasting campaign.

Some other ideas floating around in my head including B1 in to the relative area. Possibly farther up in the mountains off to the NW of the mapped area. A few hooks could be sprinkled in to integrate the new adventure location. But that would be a separate post.

So I hope you enjoyed my entirely too long, rambling posts... At least they serve to get my thoughts down for the day I actually resume DMing...

Thursday, January 14, 2010

Post Mortem: 1e Game, Session 1, August 23rd

Well, let's take a closer look at the action without any narrative. Granted, my last write up was very straightforward, however, when I catch up in time with the actual game, and given I find some hidden free time I never knew existed, I might be able to start to write actual game narratives rather than recaps. Regardless, here's how I see the first session:

As I said before, the party composition was pretty damn good for a 4-man group, Fighter and Ranger up front, a multi-class Cleric/MU to provide the magical power, and a Thief to round out the group. Probably the most balanced selection you could ask for.

Unfortunately, the party did not equip themselves well. The Ranger did not buy a melee weapon and only purchased 12 arrows. No one bought rations either... I learned later that half the group is very new to table top gaming, having been brought in mainly from video games. I was under the impression that they had a little more experience under their belt, so I was not as careful to monitor the character creation process. Sadly, the two members with the most experience did not pitch in a lot of help either. That will be a reoccurring theme.

Due to some combination of rust on the DM's part and the PCs being unfamiliar with old school gaming styles, they had a tough time in the beginning trying to get going. Which of the two reasons was the biggest case remains to be seen. I gave everyone a starting rumor flat out, then laced more of them into NPC conversations. Nothing really struck a chord beyond gossiping, and when it seemed that the PCs had no idea what to do with themselves, I sprung the cliche plot hook on them to get them moving to the spider farm.

Chalk it up to inexperience or unfamiliar gaming style, but they were having a hell of a time trying to find adventure. Contrasting that with the regular DM, Justin, who uses a very straightforward plot that is always visible and mostly predetermined. On to the encounter.

The Spider Farm is set up as a test in basic skills, focusing on several key areas. First, the PCs know they are walking into a hostile environment; this will test their ability to assess a situation and come upon an encounter. Mainly, the important things here are the ability to remain undetected in the hopes of gaining surprise and avoiding ambushes, considering the option of reconnaissance, and tackling a situation from different angles.

The encounter is set at night against goblins with dark vision. Hence, approaching the farm with any significant light source will immediately bring upon an ambush and likely TPK. Here, the party did a good job with a little bit of luck thrown in. They are all demi-humans themselves, so there was no need for light sources. Second, with a Thief, Ranger, and half-elven character, 3/4s of the party could be sneaky and gain a better chance at surprise. They did separate their party according to sneak-ability and overall, made a good approach.

However, they did make some crucial missteps. First, they separated their sneaky people into 2 parties, effectively splitting their force into 3 parts, the Thief, the MU/Cleric and Ranger, and the Fighter. Second, they did not coordinate their actions or arrivals or contingencies between the 3 parts. The MU/C and Ranger arrived on scene first and gained surprise on a small group of Goblins.

Here is where things fell apart. Whether this was intentional or a lack of clear thinking, the group used the advantage to open an attack. While they could have gained some intell, sometimes choosing a bold attack with surprise can work. However, only 2 PCs were upon the goblins, with the rest of them 1-3 rounds away.

The opening rounds went rather well. There were 2 goblins in the open looting, with 3 in a nearby building. The Ranger and MU/C went to work with ranged weapons (bow and darts) while the Fighter lugged his ass into range for the next round and the Thief for 3 rounds later. Half of the goblins returned fire with short bows while the other half engaged in melee with the Fighter. All the while, no effort was made for a silent kill, so the alarm was rasied.

Each round 1-2 more goblins emerged from looting other buildings. Gobos with melee weapons hung back and formed up, while the ranged ones opened fire at will. As the first 3 rounds go by, the initial group of  baddies goes down between a hail of arrows, darts, and sword slashes. However, the party is coming under increasing missile fire from the growing number of goblins across the farm. The Thief arrives on round 3 in time to fell the last of the 5 gobos.

At this point, the PCs are gathered for the first time in the NE corner. They are hurting pretty bad, the MU/Cleric is out of darts, the Ranger is out of arrows, and the other two don't have ranged weapons. They face about a dozen goblins total, half and half between ranged and melee, all about a round away.

The raiding party's leaders emerge with a female captive, and all the melee monsters move to the middle of the farm where the spider's nest resides, and toss the hostage in. This is all moot, as the ranged fire, now at a climax in rounds 4-5, drops the MU/C and the Thief. The Ranger did manage to take cover and try to find arrows in the farm (?!?), but he couldn't return fire. The party breaks, dragging the downed PCs, and take another round of missile fire, putting everyone very low on HPs.

I gave the PCs a small break and ruled that the goblins would go back to looting. A lucky set of rolls for random encounters, and the PCs make it to the aforementioned farmhouse. There were a few surprises in that house, but none of them were found. It would have made an interesting encounter otherwise...

That covers the bulk of the action for the first session. Here's my (biased, as always) take:

The guys are very passive in their play. A lot of it has to do with their gaming style; they expect the DM to "lead" the action. Like Final Fantasy, there is a structure and formula that the players fit into, rather then the PCs making their own journey. Hence, they kind of moved forward tentatively, waiting to be ensnared in a plot. Had I not planned a guaranteed encounter the first night, they may have not done a whole lot at all. But once the escaped worker from the farm arrived in town, they jumped into action.

As far as the actual fight, the party lacked cohesion and imagination. It was just a straight up fight in a situation where they could have done more. Fighting all of the goblins at once is a recipe for disaster, even though they gained surprise.

I will touch more on this in a later post, but the modern/3.5/FF7 type of gaming is implicitly rigged. Encounters are scaled to the PCs power and deliberately planned and sequenced to be just the right challenge. Not so in this case. There are goblins and they are meant to be conquered. They will fight to the best of their ability and they are not scaled to any particular group. I am fully aware that the party would wipe if they made no attempt to conceal themselves and walked into an ambush. I am fully aware that a straight up fight is a losing proposition in many cases. But there are a lot of ways to approach the situation that all end up in victory.

In the end, the approach they took had the potential to work. Gaining surprise on a small number of goblins, taking a few out, and then disengaging has a high probability of success. Splitting the enemy's strength, engaging them piecemeal, and working attrition upon them are all great avenues. The PCs did none of that, instead just slogging into a battle toe to toe.

In 3e, the DMG basically suggests that all the encounters of a session should be weighted and summed to an arbitrary difficulty point that would bring the PCs to the brink of death. Meaning, each encounter is listed by % of party resources (HPs, spells, healing, etc) that it would take to win. Sum them to 100%, and that is your gaming session. Perhaps the PCs were operating under that assumption, the FF7 assumption, and didn't think they needed to be any more crafty then to let the DM only throw what they could handle at them.

This concept is the crux of my next blog post...

Saturday, January 2, 2010

1e Game, DM, Session 1, August 23rd

This is the second half of the write up, continuing from the character generation thread. Of course, now it's been nearly 4 months since this session occurred, so bear with me.

We last left our group as they finished their characters. They have a pretty good set up for a 4 man party, 2 fighters types, a cleric/MU, and a thief. It would be a safe bet with a good front line of fighters with a decent amount of healing and magic support, plus the all around goodness of a thief. They even are all demi-humans, granting infravision and an effective stealthy strike force, matching this first adventure perfectly. However, this didn't work out as well as it could have...

As I mentioned before, I was planning on running Stuart Marshall's 4 adventures that are loosely linked together around the town of Melford. It offers a nice, contained setting, a good number of low level dungeons to explore, NPCs to interact with, plus plenty of room to expand the setting.

I'll stick to a game narrative for this post, then add a post mortem to take a look at the tactical details.






I start the adventure with the standard party set-up: a bunch of young adventurers looking to start their journey to fame and fortune have all met and joined together to improve their chances. Yea, cliche, but it's a suitable start for the time being while we all work to establish a rhythm.

They approach the pastoral river town of Melford and I let them get the lay of the land, interact with NPCs, and offer everyone a chance to acclimate to myself as DM. Of course, I slip right back into my "apparently" habit, so I will have to break that fairly fast, they picked up on it in only one session...

It is tough going at first. I get the feeling that the PCs are not accustomed to being handed the reins to run the adventure, they seem to be waiting for me to start a story rolling or whatnot. Josh seems to be the de facto leader of the group, mostly based on the fact he's one of the few ones who is speaking up. Chris is the terminally shy one, Justin is RPing a "dumb" character, and Terry is very passive. He has the habit of narrating himself; instead of taking an action, he talks about why he might want to do the action. I'm not sure if it is some dramatic look-at-me-and-my-thoughts RP kind of thing, or a gentle acquiescence to the approval and will of the group...

Well, after dropping some rumors with adventure hooks for the immediate session and setting up future hooks, I get the ball rolling on a quickie setting based encounter to round out the 2nd half of the session. A farmer from the area runs into town, exhausted, and informs the town that the spider farm is under attack. He doesn't have much intel since he ran at the first sign of the attack, but this also suggests that the baddies don't know someone escaped.

The PCs graciously take the hook and set off to the spider farm immediately, even though it is night. They approach the spider farm by way of the road, taking no precautions for most of the trip. After repeatedly prompting them for more (You're a 1\4 mile away... nothing... 1000 feet away... nothing.... etc), they decide on their plan.

The Thief plans to skirt around the farm to the opposite side that backs up to a forest. The Ranger and MU/Cleric form an advance party that goes directly to the farm, utilizing their improved surprise chance for race/class. The Fighter follows behind with his clunky armor. It's a damn good start, only, they all march out at the same time to arrive at different times rather than coordinating an arrival... They don't change their plans even though I point this out.

They are able to win surprise and spy the farm from just outside. It's a roughly circular arrangement of buildings and houses centered around a gash in the ground that is the spider lair. A few goblins are seen looting in the NE corner, so the Ranger and MU/Cleric engage. The Fighter and Thief then start to hoof it to catch up, the Fighter 1 round behind and the Thief 3 rounds behind.

A few volleys of missile fire are exchanged then melee is joined. As the party descends on the smaller group of goblins, the alarm is raised and the rest of the invading goblin force assembles themselves in the SW corner of the farm. The first group of goblins is dispatched with only a little trouble, but at this point, the goblins from the SW have formed a small line of archers and is pelting the shit out of the PCs, while the melee Goblins form up for a fight.

The PCs fail to close to range and break under the missile fire. First the MU/Cleric drops, then the Thief. The Ranger runs out of arrows and the party flees, the surviving members dragging the unconscious ones. I play it easy on the PCs and declare that the goblins do not pursue them beyond arrow range since they were there to loot the farm.




The party pushes on into the forest and rests for the remainder of the night; thankfully, nothing comes upon them in their weakened state. They strike out the next morning heading NE, away from the farm and the town. Thankfully, the two comatose party members are a halfling and a half-elf, so they are able to be dragged and carried to at least make a slow crawl along the way.

At this point, I'll diverge from strict narrative and mention that the PCs have no rations or portable food whatsoever, except for a bottle of brandy and a jar of honey.

The PCs limp along to an abandoned farmhouse with a black mark painted on the door. Desperate, they barge into the dilapidated, ruined home. The house is found to be empty and some furniture is salvaged to get bed rest for the downed adventurers. Realizing their plight and listening to hungry stomachs, the Half-Orc Fighter stays behind to guard the wounded while the Ranger goes to find some game to hunt (borrowing the Halfling's short sword... I would have chuckled if he went out in his current unarmed state).

The Ranger comes upon a pair of wild boars and throws caution to the wind, attacking with his short sword! The boars take particular exception to this attack and gore the piss out of the Ranger, sending him running. Now I know why hunters use bows or guns, rather than trying to bag game with their bare hands...

In the meantime, a rider comes up the road on horseback, and the Half-Orc waves to the figure. Pausing for a moment, the rider instead turns on his spurs and heads back down the road from where he came.

The Ranger returns from his hunter-gatherer trip, only bringing home what he could gather. It is enough to quiet their stomachs for now, and they set back out on the road. They travel farther north, away from Melford, fearing the goblins may still be lurking behind them. Coming to a fork in the road, the PCs choose a path that leads them to a small gathering of buildings and a set of standing stones. They've come across an Oracle.

The party barters their adventuring prowess for magical healing and a meal, bringing the party back from the brink along with another plot hook. There is a lair deeper in the woods that the Oracle has divined, but the previous scouting party has not returned. Since the Oracle fears that they are already dead, the PCs are charged with more of a recovery mission rather than a rescue mission.




So concludes the first adventure. A post mortem with more detailed analysis and game mechanics discussion is to follow.

Tuesday, September 22, 2009

1e Party Setup, August 23rd

Well, I get the chance to wear the DM's hat after about 8 years, this time using 1e rules. I'm trying to ease everyone into the rule set by only using the PHB for the first session. I also omitted weapon proficiencies and armor class to-hit modifiers, which will be introduced in the 2nd session. I also left out encumbrance for the 3rd session. I will slowly work more material in until we are running with all the core books, than consider adding in extras from either Dragon or Unearthed Arcana.

Either way, the party sets in to creating characters, 4d6 drop the lowest and arrange to tastes. The final party looks like:

Justin: Half-Orc Fighter (DM from the 3e game)
Josh: Halfing Thief (Domineering personality among the PCs so far)
Terry: Elf MU/Cleric (Bad rolls got him Push as his offensive starting MU spell)
Chris: Half-Elf Ranger (This is the neophyte to D&D in general and is terminally shy)

Not a single human, but they all have infra vision. Makes for easy dungeon crawling, but that will change if they acquire henchmen. Will be tough to maintain good morale if they pick demi-human hirelings/henchmen, and if they go for humans to remedy that problem, they will have issues with vision in the dark.

Either way, hiring 0-level help is way beyond the modern gamer; as of 2 sessions the thought hasn't crossed their minds even though I do have a few men-at-arms who are trying to find work. I guess its a difference in mentality, the uber-heroes never need to use hirelings, right?

That covers the bulk of the first half of the session. I tried to get these guys to work on their characters in the weeks before the session, but that failed miserably. We'll see how the level of commitment develops; I will only match player commitment with a commensurate level of DM commitment. Granted, we were working from a limited set of PHBs, but we are up to 3 now.

I'll pick up the action in-game in the next post.

Monday, September 7, 2009

Holy Grail of Old School

I tried venting about the differences in D&D gaming between "old school" and modern approaches. I have been entirely outclassed in my attempt by Matthew Finch in his Quick Primer for Old School Gaming.

I am going to distribute it to the group as mandatory reading before next Sunday. Hopefully it will be a good lesson, and not an ultimatum...

Friday, September 4, 2009

Anthawk Background

Well, after an 8 year absence from playing D&D, I've started up again.

Either way... I've fallen in with a local group out of Rock Hill and they agreed to let me DM. We are playing with the 1e AD&D rules, just using the basic books and classes. So I guess I will try to chronicle what happens here.

The players are younger than I, being between 18 and 21. Not a really big gap, but we're talking at least one generation. I grew up on 2e and these guys grew up with 3e or 3.5 or 3.whatthefuckever. The gap in perspective is large, as I lean towards a 1e mentality more than a 2e mentality (at least, I do in these times). We'll see how this all plays out

We've played one session already, August 23rd. Trying to embrace Winninger's advice, I don't really have a campaign world set up at this point, only creating what is absolutely necessary. I've cobbled together the Melford line of adventures created by Stuart Marshall from Dragonsfoot and smashed them into a starting area. Hopefully, this will serve as a base of operations for at least 2-4 sessions and allow the PCs and I to get used to our styles. Plus, this will hopefully get the PCs past 1st level, or at least chew through enough characters to get a good group assembled. Then we will move on to a larger world.

The campaign setting I am envisioning will be based on Greyhawk, but that setting will be changed in absolutely any way I see fit. I think Melford will be situated south of the Kron Hills, allowing a close proximity to Hommlett for a shift to T1 in the near future. I will heavily edit that adventure to create a sandbox with the ToEE as a central piece, but not the focal point of a dungeon crawl. Then maybe sequence into the supermodule.

Well, that's the setup.