Critical Hits

The Journal of Gamer Culture

Review: Omnifray

omnifraybasicIt’s taken me a long time to review this product, because it’s so obviously a labor of love. It takes dedication to write tens of thousands of words about your game setting and your system, then put it all together into not one but two books, and amazing amount of courage to put it out there in the world and hope that people will like it and play it. I commend and support that kind of initiative. Roleplaying has always been a creative, Do-It-Yourself kind of hobby and it’s one of the things I love most about it.

That’s what makes this hard for me to review. Because when someone like Matt West, the creator of Omnifray, has made this kind of commitment and clearly has such a strong belief about his baby, it’s hard to say anything negative without feeling like a jerk. [Read the rest of this article]

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Critical Bits for the week ending 2009-05-09

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Being a Good New Player

avenger_smallSo often the focus of my articles is DMing.  However, in a few short weeks I will be doing something unusual: joining The Game’s regular D&D game.  I’m going to run through the considerations of making a character for a game that has been run for a considerable time (the party is starting off paragon level).

  1. Basic Concept: This one is deceptively simple, but it worth noting.  Just ask the DM any idiosyncrasies he’s using in the rules or setting.  It really helps to at least give the DM a chance to guide you towards (or away) from stuff that’s not going to work well.
  2. Background: Even if you’re an active participant in D&D sessions its unreasonable to expect your character to show up in a ground and suddenly become the star.  Keep this in mind, and leave an open ended and malleable background so the DM can easily fit you into his story, the other players have reason to accept you, and you have reason to join them. A mystery or powerful enemy are good hooks for a DM to use, but don’t make them too detailed.  Give the DM just enough rope to hang you with as he pleases.
  3. Party Members: Find out what other characters are in the party.  Nothing can turn a group against you like creating a character that makes another long-running party member irrelevant.  Using the 4E nomenclature, this doesn’t necessarily mean you can’t play another striker alongside with a melee Ranger , but it means you probably shouldn’t head to the Wizard’s character optimization board to make a sweet paragon half-elf dagger master that cherry picked the ranger’s twin strike feat and out performs him in every way in combat with two weapons.  That being said, nothing wins you a spot in the party like actually doing something useful.  Don’t be the new guy that makes a character that brings nothing to the table other than another person to placate.  A new player does not have to be a combat monster, but definitely have a few things you can do to lend a hand.  When you discover what the party has, make something that can fill a niche that they may need.
  4. Sharing Your Info: A lot of players simply announce their character’s name, describe them, proclaim their epic destiny, and then sulk when their goals and motivations are summarily ignored.   Everyone wants to have their moment to shine, but the best way to do this is inform the DM about your character ahead of time, talk to yourself unobtrusively with other characters (in game), and then wait for your turn in the spotlight.

So, putting my own rules to use I came up with the following basic concept: A Deva Avenger that has not in fact recently died, but instead experienced some unknown trauma.  In fact, the Deva has enemies now and can’t even trust their usual avenues of aid.  Hence, they are sworn to the Raven Queen and are seeking outside sources of power from unusual, and perhaps risky, avenues (Paragon Path: Student of Caiphon).  With enemies abound and some questionable allies my character is going to walk the fine line between Deva and Rahkshasa and traffic with immortals and higher powers.  A lot of knowledge skills should adequate reflect his learned background, which he hopes will help him navigate the murky corridors of power.  I then whipped up a quick short story to sum up what his existence to my new DM…. Enjoy! [Read the rest of this article]

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Scarrport: Get Some Steampunk in your 4e

scarrportThere’s a lot to like about Scarrport: City of Secrets, the new setting book from Reality Deviant Productions. It features a full setting based around a trade city, populated with NPCs and adventure hooks. It also features new races, and a new class. But what really makes it stand out to me are the rules for Steampunk-style items in your 4e game. By incorporating these kind of items, it adds a different genre to 4e, instead of just being another setting using the same D&D elements.

The items come primarily from Gremlins, who look like the creatures from the classic movies. (A little strange, but the idea of a sinister fey race exiled from the feywild is pretty cool).

First up, we’ve got everybody’s favorite way to introduce a little bit of the future into your D&D games: firearms. They’re all pretty similar to the existing ranged weapons, with each having a number of shots they can fire before they need reloading. They can be used in ranged weapon powers, except for the all-mighty shotgun (aka Boomstick) that fires in a Blast 3. Backing up the firearms are magical versions of each, and a paragon path for the Gunslinger.

Of course, what steampunk items would be complete without ways to blow stuff up? The steampunk items include grenades of all kinds, which pack more of a punch than the alchemist equivalents. Plus there’s power armor which lets small creatures pull their weight (as it were), a wrist-strapped dart shooter, and the ever popular rocket pack for when you really need to fly.

There are other transportation options too for the party on the go. Steam powered horses and steamships let you get around without having a rocket strapped to your back.

Is there a ton there as far as steampunk equipment goes? No, nor are there rules for making your own new gadgets, and the rules follow the way magic items already work. But if you want a way to introduce a touch of gadgetry and firearms to your game- perhaps as rare items, perhaps from a colony of dwarves, or perhaps you want to go full-on Gremlin, you’ll want to pick up Scarrport.

Want to learn more about Scarrport? Read on…

Drop by RPG Now to pick up your copy today!

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Old School, New School and Gygaxian Naturalism (or not)

monster_manualHere’s the post that I promised wouldn’t write since it could be construed as a comment bait.  However, since I spent 2 hours reading arguments and trying to define some fairly controversial terms, I’m not going to waste that!  No siree!

Now, just so we’re clear on this, I’m interested to read your thoughts and opinions on this but PLEASE, lets leave out any bad-wrong fun arguments and personal attacks at the door.

While I prefer to play newer editions of D&D,  I like to know about the other manners of playing D&D out there.

Since we’re in the final stages of the One page dungeon contest, I’ve been hard at work trying to clarify/define the various categories under which we’ll judge the entries.  While the contest is not about editions of D&D and such, the two co-sponsors: Chgowiz and I are respectively old and new school DMs.  Thus we made categories for “best  old School” and best “new edition” type entries.

I knew from the get go that this old/new divide would be subjective, hard to pin down and open for arguments.  This is the kind of things that means vastly different things for many.

The perception of old/new school is highly  influenced by the period at which a person was introduced to the hobby.  It is muddled up further by the fact that new players get introduced to the hobby through modern retro-clones of D&D, making them neo-old school players.

Arghhh, my freakin head hurts already!

Anyway, I sat at my desk, fired up my IM client of choice (I use Digsby by the way) and got a hold of Chgowiz and Graham to help me define what new/old school would mean in terms of dungeon designs so I could offer the judges common example to work from.

Here’s what we came up with. It’s not complete, it’s not precise but it’s what we agreed on.

Oh and for the sakes of argument, I put A D&D 2nd edition as the transition between the old school and new school of dungeon designs, mostly because it’s the edition that saw a major shift in how adventures were written and was heavily influenced by the storytelling wave of the 90′s.

It also marks the period I left D&D, I came back with the third edition, but that’s a story for another day.

Also take note that I wrote those to help judge the one page dungeons, so some of the characteristics I defined make sense in that context only.

Old School D&D Dungeons(Pre AD&D 2nd ED and Retro-Clones)

  • Classic maps (Blue, Crowded, etc)
  • Overblown titles like Lost tombs of the Omniscient Arch-Lich Prophet (Goodman Games went for that 100% in their Dungeon Crawl Classic line)
  • Limited story outside of the dungeon key (you discover the story as you read the keys).
  • Numerous rooms (More than 10 per “level”)
  • Presence of empty rooms for random encounters and DM creations
  • Tricks and Traps separate from Combat (Major defining point)
  • Extensive and varied random encounters with limited regards for PC levels and dungeon restocking
  • Encounters that challenge Players over PCs
  • Expectations that the party will retreat and regroup in some of the encounters.

The following 2 articles helped me come to these definitions:

I’m open to suggestions on things I might have missed that really should be in there.

And yes,  left out Gygaxian Naturalism intentionally from that list, I’ll come back to it later.

New School D&D (3rd Edition and Fantasy derivatives, 4th edition)

  • Less numerous rooms or grouped rooms
  • Large areas to allow space for miniature play
  • Extensive background and story around the dungeon instead of in the key.
  • NPC motivations and goals spelled out
  • Focus on set-piece encounters taking into account PC resources
  • Encounters with defined interactive elements above and beyond monsters (Hindering terrain, Obstacles, traps, etc)
  • Tricks and traps embedded in combat
  • Encounters designed to progressively use party resources (without implied retreating) until natural resting point or final confrontation with ‘”Boss”
  • Level-appropriate encounters.

Now for that list I plunged into my (and Graham’s) personal experiences having read Dungeon magazine voraciously and having played so many D&D 3e/4e adventures.

Of course, some elements of old school designs appear in newer adventures and by the same token, some classic adventures feature some items that I put up as new school.  What I was aiming at was tendencies seen in adventures of one school vs the other.

Once again, do chime in if I missed an element that should be crucial.

About Gygaxian Naturalism

That term was coined and later defined by James Maliszewski at Grognardia.  Whenever I discussed the contest with our old school judges, they all mentioned that Gygaxian Naturalism was part of what old School gaming was all about. To a certain extent I agreed with them.

Then my good friend Graham crashed the apple cart and argued, quite energetically that Gygaxian Naturalism as defined by James, was mostly applying the entries of the 1st Edition of the Monster Manual to build dungeons and lairs that had a certain verisimilitude in regards to the game world.

What complicates the debate further is that James’ definitions of Gygaxian Naturalism have since been broadened by various people to encompass many different things, including how dungeons are to be believable by featuring non-combatants and a certain food chain pattern throughout the dungeon’s fauna.

With such a broader definition, saying that Gygaxian Naturalism is old school is misleading at best and quite possibly downright false.  Any adventure, old or new, can feature elements of naturalism that do not directly challenge the players.  While D&D 4e clearly assumes that noncombatants get no combat stats, I’m sure that many DMs have used naturalistic elements in their 4e adventures to push a story or present setting elements to the players.

That’s why I came up with a different dungeon-focused definition that isin’t bound by a ‘school’.

Dungeon Naturalism

A group of elements that define a dungeon as being an area where creatures live and function above and beyond their role as challenging Player Characters.  Non-combatants, lairs, sources of food and water is a staple of adventures with naturalistic elements.

To me then, Gygaxian Naturalism is Gary’s own touch in making his D&D world feel alive beyond the existence of monsters trying to kill PCs.  In fact, when James M. says that newer editions of D&D abandoned GN, he’s entirely right.

Older adventures and later ones that emulated them had more naturalistic elements probably because the core books of the time (the MM and the DMG) had plenty of material on this.  But this does not prevent DMs from other games (later versions of D&D and everything else) to create their own naturalism.

In fact, I think that naturalism has been taken out of rules book to give this responsibility solely to individual DMs to do as they see fit, modeling their own worlds and deciding how much, if any, naturalistic elements are to be included in it (because for many, this was never important).

In later editions of D&D, I think that’s unavoidable because of the existence of several campaign settings with conflicting rules of naturalism. Its especially true in 4e’s case where the design decisions were to provide a default non-setting (Points of Light) to allow DMs to build whatever they want once they had tamed world building basics.

So like Graham said, while Gygaxian Naturalism has its place in discussing the history of the game, and while James M’s strict definition is old school (roll 1d4X10 for adult Orcs in a Warband), the concept of naturalism, as defined by other writers, is a design philosophy that transcends editions and game engines.

What do you think?

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One Page Contest Final Update: Less than one week left

We’re into week 3 of the One Page Dungeon contest and things are shaping up for some fierce competition!   With about 45 entries so far, we’ve received a very wide variety of ‘dungeons’, from the old-school classic to the really really out there.

But it’s not too late for those that thrive on tight deadlines and last-minute rushes.  You have until Midnight (Eastern time) of May 14th to submit your entry. Its your chance to get your hands on some very cool prizes and possibly see your work published in a freely distributed PDF!

Regardless of your genre, edition preference, or even ruleset, you can send us your entry.  We’re really open and we’ve been willing to stretch what ‘dungeon’ means to allow all kinds of one-page adventures.

Be it ruined castle, cave, spaceship or dimensional fortress, we want to see that concept leave the confines of your deviously creative brain and unto that awesome one-page template.

We’re slowly gearing up to judge these entries and as my friend Chgowiz says, we’re going to chain our judges to their monitors to review the entries and name our winners in a myriad of categories.

So don’t wait anymore, send us your entry now!

Contest Rules:

1. Participants create a one page dungeon using the template found here. For a contest entry example see here.

2. The dungeon must have the following features:

  • Name of Dungeon
  • Map
  • Dungeon Key (in an edition-neutral form: Description of monsters, Treasure, Traps, etc… No game stats)

OPTIONAL (If you can fit them on one page…)

  • Wandering Monster or Random Event tables or a list of scripted “events” that can occur over the adventure
  • Background
  • Additional descriptions that add to the dungeon, such as detailed description of trap or trick or unique feature.

3. Only one entry per participant. Participants may revise/replace their entries up till the end of contest, with the last revision counting as their official entry. Entry may win grand prize or one of the runner up prizes, plus any number of alternative prize categories.

4. Participants are allowed to modify the template, provided it remains a one-page entry.

5. Submission must be emailed in PDF, Word or Open Office format at the following address: onepage@chattydm.net

6. Submitting a dungeon to the contest releases it under the Creative Common Share-alike license (US 2008) with credit to the contest participant.

7. Contest closes on May 14th 2009 at Midnight.

The prizes (oh yes, the prizes!)

Grand Prize

  • Patron membership of Wolfgang Baur’s Open Design
  • Quarterly membership to Monte Cook’s Dungeon a Day
  • A full Licence for Smitework’s Fantasy Grounds II
  • 1 year membership to Obsidian Portal
  • 50$ Gift Certificate from One-Bookshelf
  • 4 Badges to Neoncon 2009

Grand Prize Runner-Up: Old School Dungeon Design

  • Bundle of Goblinoid Games product
  • Bundle of Brave Halfling Production products
  • Otherworld Miniatures Demon Idol Miniature
  • Bundles of Fight On and Knockspell issues
  • Bits of Darkness Bundle from Tabletop Adventures
  • 6 month membership Obsidian Portal
  • 2 Badges to Neoncon 2009

Grand Prize Runner-Up: New Edition Dungeon Design

  • D&D 4e Dungeon Delve & Adventurer’s Vault
  • Fantasy Grounds II License
  • 6 month membership Obsidian Portal
  • 2 Badges to Neoncon 2009

To divide among other Categories

  • Open Design’s Kobold’s Guide to Game Design
  • Quarterly membership to Monte Cook’s Dungeon-a-Day
  • Bundle of Necromancer Games products
  • Bundle of Brave Halfling Production PDF products
  • Bundle of Knockspell and City Encounter PDFs
  • Bundle of Fight On Magazine (issues 1-4 PDFs)
  • Tabletop Adventure’s Bits of Darkness Bundle
  • Tabletop Adventures’ Deck O’Names Set
  • A few D&D 4e Adventures and Hardcovers
  • Otherworld Miniatures – Pig Faced Orcs (Or Box of Minis)
  • Goodman Games – Random Esoteric Creature Generator
  • Badges to Neoncon 2009

Our sponsors!
These prizes have been generously donated by our sponsors – they really are excited about this contest and we hope you are just as excited about their support. Please be sure to show them your support as well.

If you have any questions about the contest, please feel free to contact either of us: Phil (Chattydm@chattydm.net) and/or Michael (chgowiz@gmail.com)

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Adventure Prep: The City Adventure

For my next D&D session (which is on Friday next week), I’ve decided to go for a city-based adventure.

We’ve played 3 sessions into our new Primal/Within campaign and all those were focused on the Dungeon part of the setting and very little on the city (except to interact with Quest giving NPCs). I think that giving my players a break from dungeon crawling will likely be well received.

So the following post is my stream of counsciousness musings on City adventures as I wrap my mind around the ideas I got for my next game.

Now, as many GMs know, city-based adventures can be completely different beasts than dungeon adventures.  Unless you happen to design a site-based adventure that happens to occur in a city-building from start  to finish, a city adventure usually features scenes set in varied locales.

Without  making this post about tropes, fantasy adventures set in cities often feature the following:

Investigations

The PCs are called in to solve a mystery, a murder, or to gather intelligence of a NPC or and organization.  This is a very, very large subset of adventures.  It’s also a type of adventure that is hard to properly balance to hit the motivation of a varied playiong group.

Investigation adventures are focused on scenes where players look for and obtain information.  In well-crafted investigation adventure, the hook gets the players really interested in the situation and usually involves stakes that are important for the PCs.

The most classic examples I’ve seen of investigation adventures is when PCs are framed for the murder of a NPC.  Of course such adventures can only fly if the PCs are law-abiding citizens and/or are no match for the local law enforcement forces (I always say that Iron Golem make great policemen).

Here’s a few adventure hooks based on subverting the investigation style

A NPC close to the PCs is framed for their murder.  Except the PCs aren’t dead!  They were cursed into becoming like ‘erased’.  While they are physically present, they can’t be seen or heard by anyone except, possibly, the truly insane. In fact the city is filled with many such ‘erased’ people, so much so that the PCs discover a fully functionning parallel city!  Breaking the curse before the NPC is put to death becomes the adventure’s goal.

The PCs are forced to commit a crime, something that needs to be done for the greater good of the city/world but puts them as pariah to the local authorities. Although there’s not yet enough evidence to incriminate them, the PCs must now dodge the authorities , or better yet, mislead the NPC investigators and try get away with it.

The PCs are members of a semi-criminal youth gang that’s causing trouble against the tyranical factions that rule the city with an iron fist (think Robin Hood meets Red Dawn).  They get their hands on a Macguffin that everyone wants for various reason.  The MacGuffin is radioactive in terms of Plot element (i.e. you can’t keep it, you must give it away).  The PCs must then find out what each faction wants to do with it and decide how to dispose of it.

Event-Based Adventure

City-adventures are great settings for event-based adventures.  In such adventures, scenes revolved around specific events rather than exploring specific areas.

This doesn’t mean that an event-based adventure can’t have investigations or a bit of site-based exploration.  Look at past Dungeon magazine adventures (or the current Pathfinder adventure paths from Paizo) and you’ll see adventures with a healthy mix of both.

The trick of such adventures is to get the PCs caught in the flow of events and let them influence the events with their choices and their actions.  Giving a way for PCs to have an impact on how the events play out is crucial in such adventures.  Unless you have a group of avid stoprytellers that love the sound of your voice, event-based adventures should not be scenes where PCs are mere witnesses of what unfolds around them.

A much maligned adventure path I used to own, the Witchfire Triology, was a great example of a linear event- based adventure with limited PC influence.  The PCs had little impact on the adventure other than showing up at the proper place and the proper time to either witness what the bad guys did (while fighting mooks) or fight the bad guys in fixed set-pieces.

Okay here’s two examples (I’m being helped by my buddy Yan)

Citypocalypse!  The City is invaded, a plague hits the city, a meteor smashed into the Baron’s Manor!  All order collapses, nihilistic cultists are rampant and the citizens are scared and prone to form dangerous mobs.  PCs are caught in scenes where large threats come from everywhere and they must find a way to regroup and start planning to act against such threats.

The peace summit/grand tournament.  People of power and influence (possibly the PCs if they’ve reached that point in the campaign) converge to the city.  Intrigue abound and PCs are caught in the web of alliances, deceptions and assassination attempts as they attend various parties and events as active participants, counselors or bodyguards.

If you want to turn that classic around, you make the PCs into assassins trying to get to that paranoid duchess surrounded by Hell Hounds disguised as Irish Wolfhounds.

What will you do Chatty?

Based on the suggestion of reader BradG in my last post, I’ve decided that I’ll mix it up a bit.

I’m going to have elections in the City Within for the representative of the City’s newest Burg.  PCs are going to be hired as bodyguards. They’ll get to choose which of 4 candidates (the top ones needing ‘protection’) they want to be assigned to (allowing the party to ‘split’ along different candidates is expected).  Said candidates will have wildly diverging plans for the new burg and I intend to have the PCs actions shape who will get elected and what will happen to this part of the city.

I’ll sprinkle this with intrigues and threats from external forces and I may just have a great adventure in the makling.  So the adventure will a mix of event-based action and investigation.  I’ll also try to leave myself open for some improvisation to create new NPCs and places on the spot that players meay revisit later.

I hope my players will like it.

Okay so I’ll need:

  • Candidate NPCs
  • Some secondary NPCs to be the candidates entourage
  • Divergent, conflicting electoral programs for each candidates
  • Threats and scenes where all candidates are present to allow PCs to be together
  • A mechanic to play out the elections result
  • Treasures (payment) for the PC’s work… I’ll probably put in a ‘danger pay’ element to thier bodyguarding contract.

Your turn now, what about your best and worst city based adventures.  What made them work, what made them fail?  Let me know, I’m taking notes!

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Monster Manual 2 Spoilers!

Wizards of the Coast is releasing some spoilers today for the Monster Manual 2 through various sources, one of which is right here!  I believe the deal is that various sources will be sneak previewing different monsters, and you should be able to find the stat blocks for each of these monsters over at the D&D Facebook page.

Here is our sneak peak, a look at the new Shadar-Kai that will be presented in the Monster Manual 2!

shadarkai_illo

My biggest hope for the MM2 is that it builds on many of the existing creature types with more diversity and versatility, but it doesn’t look like the new Shadar-kai are going to be tending to their Care Bear collections any moreso than the original ones.  It does, however, look like there is another type of Shadar-kai Chainfighter…the female kind!  Now with spiked boobie powers.  Those things are just plain dangerous.  I think this might actually be a family photo, but instead of saying cheese they were reminded that they live in the Shadowfell and have to frown all the freaking time.  The guy in the background has a whip, so maybe it’s some kind of forced labor Raven Queen Welcoming Committee.  All I really want to know is which one is going to go pick up the Raven Queen’s pizza. [Read the rest of this article]

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YouTube Tuesday: The Preciousss Edition

Above is the trailer for The Hunt for Gollum, a 40 minute fan-made prequel to the Lord of the Rings movies, and it looks pretty darn good. If you like the trailer, you can watch the full thing only online. I haven’t gotten a chance to see the whole thing through myself, but I can’t wait.

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Primal/Within Chronicles: The Font of Sorrows, Session 2 Part 2

See part 1, here.

City Interlude

After having beaten the undead prisoner-guardians of the Font of Sorrows and subduing ‘Spurt’ the enchanted Bulette, our heroes returned to town to complete their rest and return Spurt to its owner.

The mad Wizard was relieved to recover his prized pet, although bitterly disappointed to see all the years he spent enchanting it gone down the drain.  In a little burst of inspiration, I had the wizard plead to the PCs for them to avoid selling him out to the local authorities, offering a good quantity of magical components (used to create Magic Items) in return for their silence.

The PCs accepted, after seriously lambasting the wizard for being so grossly negligent and endangering the City like he did.  I marked the wizard as holding a grudge against the PCs for humiliating him and disenchanting Spurt.  We now have a potentially returning villain in our campaign.  While I don’t envision the wizard as being a direct threat to the PCs, his crazy inventions sure could be.

We’ll see what I do with that in the near future.

At that time, Jaiel decided to quietly inform fellow members of the Foundation to keep an eye on the wizard.  She also noted that The Builders (the faction building the City) could be really interested in acquiring the means to tame a bulette and used them in construction work.

So we now have a possible hook for a future adventure.

Not bad for a 10 minutes mini-scene.

The PCs then focused on the book of rituals they had obtained from the Temple. In it they found that the undead prisoner-guardians they vanquished used to be enemies of the Temple cursed into near-eternal servitude.  The rituals explained in gruesome details how such guardians were created.

The book also explained how to access something called the Crypt of the High Priest.  According to the layout the PCs had worked out while exploring the temple, it seemed that the tainted water poisoning Riceburg was coming from that crypt.

Late Boss fight

Armed with that knowledge, the PCs returned to the Font and activated the proper mechanisms while intoning the ritualistic phrases found in the book.  The Font emptied itself and the drain opened to reveal a hidden passage.

font-of-sorrows-002The PCs entered the passage and made their way into a great chamber featuring a large pool, some 10′ wide criss-crossing walkways, 2 great waterfalls apparently pouring from 2 glowing holes in the ceiling and a large tree-like creature who seemed to have grown from the remnants of a stone sarcophagus.  I described that the remains of a skeleton were entrapped in the creature’s extensive root-like appendages.

Now, as I described the room, I noted that it was already a quarter to 10 PM, a bit late to start a fight, especially one featuring a Solo, several minions and 2 surprises in the pool.  I asked what the players wanted and everyone wanted to forge ahead.

The big tree-priest was a Horrid Timber, taken from a Dungeon magazine adventure. It is a level 10 Solo Soldier creature I had adapted to level 7 with some minor tweaks of my own.

Wary of the big Treant-like monster, the PCs slowly advanced, Jaiel on the frontline.  As she moved  forward, she got attacked by 2 shark shaped elemental monsters, seemingly made of  acid, that jumped out of the pool, bit her on the way and dove back in on the opposite side of the walkway.

Yay!, I finally got to use Acid Sharks! Thank you Rich Burlew (he wrote about them in Dungeonscape).

And no, my campaign hasn’t  jumped  the shark it only just started!

After the Shark attack, the Tree-priest sent a glob of spores flying, hitting Jaiel and making little vines grow through her skin.  Then a bunch of twig blight (acid dripping plant humanoid minions) sprang out of the roots surrounding the Big Boss and attacked.

The visuals got particularly gross when I described that one such twig blight was growing out of Jaiel as the spores continued growing out of her.

Once again the issue of the fight never was in much doubt.  The PCs got rid of the minions and bloodied both sharks before the tree-priest got close enough to do significant damage.  It had 4 strong lashing attacks that pushed a character 3 squares if 2 of them hit.  The idea was to send the PCs into the acidic water to have fun with the sharks.

However, that was not to be as the PCs used one of their recent magical acquisition, a bag of crystals that could freeze up to 20 squares worth of water.  Thus,the PCs had enough “leg space” to avoid being thrown into the water. They even managed to use it when one of the sharks was near the surface.  I ruled that the item (a level 7 item) would make a +10 attack vs Reflex to immobilize the shark until it saved.

I like doing things like that.

After 30 minutes of fighting, the tree-creature still had 3/4 of its HP so I made possibly the best DM call of the night and I cut its HP in half, making it bloodied.  As its HP slowly dropped, I went for broke and used up the creatures 2 action points to dish out 12 branch lashes.  Most, if not all of them connected on the PCs, sending them flying all over the place and dropping Dworkin the Shaman into the acid water while having only one HP left.

Thankfully, the Tree-priest was slain in the same round and the Shaman was saved from the water before dissolving into some sort of Dwarven Primal broth.

It was nearly passed 10h30 PM, we managed three fights and a short story session.  The fights might all have been a tad too easy, a result of my overcompensating from the last session, but I’m cool with that.   I was quite happy with how things went and we didn’t finish at an ungodly hour.

Lessons Learned

  • Monitoring fights to keep them at one hour or less is good practice.
  • I need to make my encounters more ‘airy’ like making walkways at least 3 squares wide to allow more dynamic fights.
  • When a player surprises you, try to roll with it and make it into something cool, regardless of what your notes tell you.

Up Next

I’ll end this game report with a bit of pre-prep discussions.  After having hosted many, many back to back sessions of dungeon crawling, Yan and I agreed that it was time to create a little city-based adventure.  Having the PCs stay in the city and interact with some NPCs will likely help players forge ties between their characters and the city.

The setting of the City Within is already rich enough to allow many, many different types of adventures.  So what I need to do until Friday of next week is find a plot idea (maybe a few), create NPCs and obstacles, and work on various outcomes based on PC choices.

You have any ideas for a city based adventure that would last one evening or two?  Feel free to share!

Have a great week.

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