Wednesday, July 1, 2015

Phandelver ( Part 1.2 )

So the party decides to take a passage to the west. This leads to a corridor that has a door on the south wall just before the corridor turns north and shortly ends at another door.

The first level druid prompts the...I was to say first level dwarf fighter to open the door. Who just does what he's told and...there are several redbrand ruffians inside playing a game of chance. I think the PC's tried the 'we live here' - this time the lunatic was met with the violent!

Since the dwarf is in the doorway, the redbrands can't get around him - so they all end up focus firing on him! And they win initiative! Though on reflection two of them would have a -2 to hit for cover. Not sure if that would have made a difference, as the dwarf is pummeled into the ground because two attacks each from the ruffians! And I think a crit was in there as well! So he did nothing and then was beaten unconscious - but the player was pretty cool about it, to his credit.

The next bit makes me think I should have sketched out the corridor and room a bit on some paper (I have no battlemat - donate me some money so I can buy one! :) ), because the position of his body and everyone crammed in the corridor was a little hard to track with theatre of the mind. I'll take a scrap of paper for this next time (though a battlemat would be so much cooler, doncha think?)

There's ruffians standing over the dwarfs body, then the person who steps up goes to fight the ruffian rather than try to stabilise the dwarf...it got pretty chaotic!

The thing was, two people tried to stabilise the dwarf and the dwarf got a death saving throw - can you believe three natural ones on every single occasion (with the death saving throw making it two failed saves out of three, of course!). Then when it was the dwarfs turn again - just failed normally and died!

But on the other hand, one of the PC's that went to stabilise...did have a cure spell (the other healer couldn't get near the body and had a touch healing spell only).

I've run into this before where someone who could heal decides to continue to fight. I'm not sure adventure league has touched on this at all. Thing is, I think it's pretty dishonest to not explicitly say 'take the players choice (on whether he heals or fights) away from him/her' but perhaps both expect it because of the text that implies PC's should work together and maybe even scald a group for not...taking away a player choice that's explicitly outlined in the rules. If they want that choice taken away, then they can suffer the players ire at being told how to play his character. The GM shouldn't be the focus of that ire for what is an adventure league decision. OR if adventure league are okay with that choice, well you have a pretty massive non co-operation going on when PC's that could live die because someone wants to save their spell for latter.


Anywhoo, we've yet to enter the tale of the ruffian who was stealing all the money from the table while his mates fought the PC's - and the rogue who took offence to the ruffian stealing his money...

Next Session!

Monday, June 29, 2015

Phandelver ( Part 1.1 )

So they made their way through the cave and so enter the redbrand hideout by semi unconventional means, seeing before them a large semi natural cave they are at the south end of, with a chasm from south to north through it's floor and they on the west side of that chasm. A pair of bridges cross it and a pair of natural stone columns support the ceiling. And something not quite human lurks behind the closest column.

Well, it they look closer and it's a man sized creature with one massive eye. At that point it starts speaking into their minds "What are you doing here?"

Now the responce - it seems a little meta. A little fourth wall breaking. A little deadpool. They say they live here now.

I mean, who says that straightfaced in real life? But if you're half out of character because you're half in the meta, then why not? But in real life it's actually a little lunatic to say that with a straight face/conviction.

On the other hand they don't just discard the idea of negotiation (in favour of, say, hacking anything not them to bits). Even when the paladin detects it as evil (which, I try to explain, doesn't mean it's somehow right to kill it - though it does mean it's probably a jerk and a douche)

The rogue decides to rush up and...spread marbles!

I think he expect it to be dazzled by shiny objects as it's a monster - now I haven't checked, but I'm wondering if the creature actually has a higher INT score than the rogue.

In responce it reads his mind for a dark secret - so I prompt the player to describe his background that he said was detailed. I may not recall correctly, but I think at first there was something about wanting to be the best baker in town...and really, is that a dark secret?

So I push some more...and some more...and I get something about him having killed his rival!? Whoa! Paydirt! There's a sudden, juicy chunk of meat on the table!

"Ah, my little marble murderer! Such a delight you are!" the creature (a Nothic) whispers into his mind.

Someone just made a friend!

Well to be fair it wanted food and even though they were practically still in town and could buy food, they decided to hunt anyway - catching several rabbits as the passing roll has it. Which they offered to the creature who took them happily. With that, they began to examine the exiting passages from the cave and make their choice...

But that marble murderer moment would tie in in a perverse poetic justice latter on...

Continued!

Saturday, June 27, 2015

Phandelver : Part 1

So, it was a return to Phandelver indeed. One new player, one semi new player, one player from a long time ago, two semi regulars and one regular.

I asked for them to peruse the motivations from the princes of the apocalypse book - I'd photo copied them so as to make that easier (it wasn't for personal use - I handed it to someone across the table! Take that, copyright!). But as much as I leave players to monitor their own HP, I didn't write down their motivations - I think I remember some, like 'best served cold' and someone was after the mud wizard. I'll write them down next time.

So they'd already played part of this under another GM and now found themselves leaving a goblin hideout and entering Phandalin.

I'm not sure I'm excited by this format they seem to use of presenting a whole lot of buildings and hoping the PC's kinda get excited or something about them enough that they get this quest inside. The druid player did investigate the shrine and spoke to it's priest and of her woes a bit, but then it was back to the pub. I went from player to player asking one at a time what they do (otherwise they both tend not to do anything, then they latter think how they didn't get to do anything - to be fair, the louder voices do tend to do the most if you don't go from player to player). So they ate some crusty bread and heard various rumours. I actually found the rumour of someone in the village being killed as quite strong, brutal even in tone. Nup, not a ripple amongst the players - though who knows, sometimes the players with a PC who'd care, well, the player gets caught up in keeping up with the group. So you get a hive mind effect - and if the hive mind shrugs at murder, well it does. And maybe the pally just didn't hear me read the rumour - it was loud in the shop!

So instead the pally seems to get piqued by a rumour of some child having found a secret tunnel in the forest that leads into the manor ruins on the side of town. After speaking with the child who knew of this other kid, they decide to rest the night because (at a guess), the goblin hideout probably beat six shades of resources out of them!

Motivated by this random direction, the PC's awake from their luxury one gold rooms the next day and head out... More next time!

Thursday, June 25, 2015

The success of a nation entirely filled with fantasy writers

I think people used to come from a position where they operated their own food production and supply (sometimes known as a garden or farm) - then they did zany or odd things so as to curry favour amongst other people and gain goods or currency for that zany.

Now people operate their own zany or odd production behaviours. You can't stop being those things. Sure, you might not want to stop, but that's a bit like wanting to have, say, sex - when you couldn't say no anyway.

But everyone finds the sex examples extreme, when really the extreme is just to highlight the moral principle. If I described a forest being lit by a single match to show how a camp fire can be lit by a single match, everyones fine with the plan - but show the loss of personal protagonism by comparing it to such a thing at a sexual level and everybody loses their minds!

Annnnyway, I think perhaps a lot of people act as if they come from something, as if they accomplish something - like they would if they ran their own food production and supply. But now they've transfered their sense of accomplishment to...the zany. The odd.

Like a fantasy writer.

Or one who makes money, anyway.

(yeah, this idea might not be in human readable format - but it goes to show just keeping it in my head wasn't making it go forward. Needing some writing)

Tuesday, June 23, 2015

Return to Phandelver

Due to a sad pet event, didn't run a game last Saturday.

I'm at a games club with multiple D&D tables basically with an organiser. Since I keep getting new players (who in order to play at all turn up with a level 1 character in a dungeon for level 4 or 5!) we're looking at running the starter set for new characters to run through the POTA characters to recruit from - at least it's tuned to low level characters.

But I want to keep the 'story hook' part of POTA. I think of them more as motivations than 'hooks', but regardless the starter set doesn't really have them. It has a Dwarf who goes 'go do some task for me'. That's not really personal like the POTA motivations, which include wanting revenge on a guy who almost killed you and killed everyone else that was on the same boat as you. Now that's meaty! I'm hoping they have more motivations like that in latter D&D products - I should write a letter, I guess.

But anyway, I need to work out a list of motivations for the starter set - I need a list to ensure some amount of choice (and hey, if a player has their own motive in mind - one that the character would risk their life for, cool - saves me some work! :) ).

And I want to try and make the motive work in the starter set and in POTA.

Thinking so far of maybe the 'hired hand' hook in POTA, extending it that some of the mercenary bands that the cultists used were the redbrand ruffians (spelling?) from the starter set.

But that's just one motivation! Not much choice in one option!

Also I have no printer, so I'm gunna have to scratch it out or take it to the local print shop.

Edit: I keep calling Phandelver 'Phandalin'. My apologies! Have edit it!

Next Bit!