(This series title was chosen by the players, you have been warned)
As announced here, I organized a D&D 4e demo for 4 members of the Mindnight’s Lair local RPG forum.
I didn’t want to do a big D&D 4e lecture upfront, and I didn’t have to, most players had either played it once before (with me, at a local con) or had read the books enough to know the basic concepts. I ended up giving little tutorial snippets here and there.
I didn’t note down the PCs names and some were so similar to my French-ear that I ended dropping their use and calling the players name instead (I’ll be using their forum alias here). So we had:
- Dwarven Fighter, played by Rover
- Dwarven Warlord, played by Midnight
- Eladrin Wizard, played by White Wolf
- Elven Avenger, played by WalkerP
Prologue to Great Adventure!
The adventure was to occur in the City of Ptolus, a sprawling multi-tiered metropolis sitting over the Mother of all Megadungeons. It is assumed that if you start adventuring in Ptolus, you’ll never leave it.
Before we started, I asked each player to provide a short biography of their PC and why they arrived in Ptolus.
Interestingly enough, the 2 dwarves chose ‘Investigate and explore Dwarvenheart” as their reason to be in Ptolus. Dwarvenhearth is an abandoned, and sealed, dwarven city under Ptolus. The Eladrin also joined that mission, saying he was looking for lost artifacts. Finally the Avenger had a very simple goal: Fight the encroaching Chaos that was corrupting the city from within and below.
So the baseline was established.
I then asked the players to explain what was the adventure they completed just prior to doing the one we were going to play. By doing that, I was throwing the ‘you all meet in a tavern’ cliché back in the players hands to come up with a reason to be together.
They really delivered, as they made up a story about helping the stevedores’ guild deal with a Goblin incursion problem under the Docks. They told me they tracked the leader, a female goblin Witch Doctor, to an abandoned tower, faced her and “resolved” the goblin problem.
Thus, I explained that they had scored enough money to pay the 65 gp Delvers Guild membership. The delvers are the sanctioned dungeon crawlers of Ptolus and have access to the best intel, equipment and can even get death insurance.
Like all Guild newbies, they learned about the “Kill the Rats for the Emperor” quest where the Ptolus Council and the Church offered a bounty of 3 gp per Ratman and Dire Rat tail.
I ended the prologue by having a middling Guild official point out to them.
“Ya know, now that yer Delvers, ya can git the best maps of Rat Warrens from our library. They need to be cleared every few weeks or so. Go talk to the old dwarf there, he’ll set ya up fine”
The Old Man and the Mouse Guard
They went to the library and met “The old dwarf”, an ancient and mostly senile librarian.
As soon as the dwarves of the party started discussing rat hunting, the old dwarf launched into a 60 min long story about rats and how his ancestors fought them and yadda yadda.
I asked each player how their PCs would react during the speech:
Dwarven Fighter and Warlord: Polite listening, as is expected of younger dwarves toward their elders.
Eladrin Wizard: Pained patience, subtly rooting around the library for anything interesting.
Elven Avenger: Leaning on a nearby column, sighing audibly.
Chatty: Fortunately, everyone knows that venerable dwarves have the ability to ignore rude elven impatience at-will.
Group: Laughter.
(I already knew the evening was going to be a success)
After being listened to without rude interruption, the old dwarf, becoming strangely lucid (because the plot needed him to be for a few minutes), could tell they were trustworthy kids so he asked them for a special favor.
He fished out a crystal amulet from under his tunic. It was glowing a sickly green. “This be an old family charm. It tells of the state of my family’s crypt. Right now this color means it was broken into and taken over by spawns o’Chaos, ratmen most likey. I’ll pay you an extra 7 gp per tail and a bonus of 100 gp if the amulet stops glowing. To do that, ya needs to kill the rat boss, all the ratlings flock to him, they scatter when the boss be killed”
Now at this point I had to rethink my adventure’s plan. The old dwarf would be giving widely imprecise info on the whereabouts of his crypt and I would have the players play some sort of Mouseguard-like skill challenge to get there.
However, I got the vibe that this group would appreciate a good old fashion kill and loot scenario and it was already near 8 PM anyway… so I changed my plans on the go and made the adventure linear.
Instead I asked for one skill check to piece together the instruction of the old Dwarf.
WalkerP stepped forward to do a Dungeoneering skill check to piece together the info and how dwarven crypts are planned and arranged. The 2 Dwarves offered to help with Diplomacy (Coax coherent info from the old dwarf) and Endurance (Remain awake during the droning speech and recall details). The Wizards player then piped up to help too. I initially said no because he was doing the “I’ll roll too” schtick that RPG players do.
Then I reconsidered and asked him how his roll would help. While he initially didn’t want to do the roll, respecting my initial call, I insisted and he explained that he would use whatever he found in the library to help.
Midnight: Phil, we’re old school. We’re not used to that new agey “Say Yes” thing. It’s okay to shut us down.
Sigh… my work will never be done. 🙂
Of course the Avenger flubbed the roll. But at this point, failure was no longer an option. I needed the adventure to move forward and fast.
Chatty: All right, I’ll give you the info you seek, but I reserve the right to do something horrible to your PC later.
Elf Avenger: Sure thing.
Ominous foreboding music.
The Temple of the Exclamation Point!
I forget the details but the PCs eventually linked the dwarf’s family crypt with the temple of Teun, a Ptolus steampunk god and they made their way there. I still had a quest to give the players and I didn’t see where to fit so I pulled a cheap trick and had a dwarven deacon wait for them by the entry of the crypt behind the temple. He said his mistress, the high priestess of the temple, had an augury about this crypt and that adventurers would come by it soon.
The deacon asked players to recover any piece of ‘chaos tech’ from whatever was defiling the crypt.
Deacon: We’ll pay 50 gp for each you return
Avenger: We’ll break them before we return them, they are items of Chaos!
Wizard: Hey, if we break them we can get 50 gp per piece!
Deacon: They tend to explode when jostled too hard.
Avenger to Wizard: Okay, you break them!
They clicked on ‘accept quest’
And so our adventurers entered the crypt.
Up Next: When the poop hits the fans.
Colmarr says
“A tail* of two shities**”?
* I see what you did there!
** I can’t believe you went (or they made you go) there! 😛
Looks like things got off to a tongue-in-cheek start. Looking forward to the next instalment.
.-= Colmarr´s last blog ..SoW: Rivenroar Family Crypt =-.
ChattyDM says
@Colmarr: I think I would have a hard time GMing a gritty, dead serious game. Comedy is part of who I am and it transpires in the adventures I write and DM…
(Well except the Goodman Games one that, hopefully, comes out after X-mas), that one is pretty grim… but there’s an explanation for that given the state I was in when I wrote it).
Erik Waddell says
Ah dwarves… is there no limit to their comedy potential? 🙂
Sounds like it’s going to be a fun adventure. I can’t wait to read the next installment!
I’m not familiar with Ptolus at all, but I love the idea of a steam-punk god. I imagine a temple where the main room is filled with a gigantic, steaming and whirring clockwork steam-powered machine that looks like a chaotic mess to most people but the clerics use the movements of the machine as an augur for their god’s will.
ChattyDM says
You nailed the feel of the Steampunk temple perfectly!
Ptolus is made of awesome. While a generic setting on the surface, it is incredibly rich in the details.
The Last Rogue says
My favorite part about this was you asking them how they responded to NPC dialogue.
It is straightforward and eliminates some of the need for prolonged NPC talk, while still maintaining the ‘roleplay’ element.
doomdreamer says
The Steampunk GOD reminds me of a sculpture we have where I live, CHAOS I http://www.kid-at-art.com/htdoc/chaos.html
The neatest thing about it is that it is also a fully functional clock and one of the original workers who helped construct the monstrosity put his boot on one of the cogs saying “I put my sole into this.”
.-= doomdreamer´s last blog ..Quick Note Conundrum =-.
ChattyDM says
I’m happily surprise to see so many people latch on the Steampunk god bit. I chose this hook at the last minute, wanting to tie the old Dwarf with the city… which serves to show making short high-flavour descriptions work!
Ryan says
Great stuff! I’ve been doing a 4E Ptolus game for about a year now. I started with the Rat Warrens as well. The group has nearly finished the Banewarrens. Check out my obsidian portal site it if you like.
http://www.obsidianportal.com/campaign/ptolus-4e
Peter says
I liked the way you handled your skill challenge (they can be tough to improvise) but I would have handled a failed roll a little differently: (well essentially exactly the same, but I would not have let the PCs know about a future mishap).
During an information gathering (or similar situation) you recognize that you DO need to move the players/game forward, so rather than have that failed roll represent finding the vital information, you could say the failed roll gets the PCs the correct information (they still find the tomb and everything) , but might leave out a crucial bit of information (a long forgotten trap or something).
Well thats how I do it anyhow. This sounds great!
ChattyDM says
@Ryan: I plan to start a 4e Ptolus campaing some day. I love the setting too much to miss it. I’ll give your campaign a look, as soon as I trace my login info.
@Peter: I like to play openly like I do. It creates a sense of dread… a bit like when the viewer sees the hero approach a trap but the PC doesn’t. And trust me, it was so worth it (altough you’ll see it only in part 3 on Friday).
Part 2 comes up tomorrow!
doomdreamer says
I think the game may be Delta Green, but something called the Gumshoe System where you have the PCs examine a scene for clues/info/treasure and they make their rolls or ask questions, yada yada yada. Then as a Story Teller, you hold up a sign or make a gesture that means scene change where you quietly inform players that the place has been exhausted and its “safe” to move along. Won’t work for ever scenario, but its a good mechanic to emulate as long as you can pull it off with finesse.
.-= doomdreamer´s last blog ..Quick Note Conundrum =-.
Lanir says
I have to admit the steam punk god makes the mental gears whirr a bit more than usual. And perhaps whistle and belch hazy clouds of vapor too. It sounded like everyone had a lot of fun with the game. Although the title threw me off. I was half expecting some looming disaster to pop up with a title like that! 🙂
ChattyDM says
It will become evident in the next post (that comes pout tomorrow). I’ve also pulled part 3 for Thursday… freeing the Friday slot for a bonus Gears of Ruin post.