Friday, November 17, 2017

Varus' Journal: Entry #3: The Witch, the Well, and…the Butler? (or Consequences Schmonsequences)

Episode 3: The Witch, the Well, and…the Butler? (or Consequences Schmonsequences)

By: Stan Lingle

After saving Sir Klavin from the clutches of the second dragon man and his bandits, our group got a well-deserved rest. A magnificent feast was held in our honor, with many courses and much drinking. Sir Klavin toasted our efforts and thanked us. He invited us to go on a hunt with him after the Guldize festival. After that, the townsfolk warmed to us. Passersby greeted us in the streets. Merchants made favorable, or at least honest, deals. Several admirers came forward. Varus, as a performer, was used to being in front of crowds. Most in the group had never experienced this new-found public favor, and several found it disquieting. From experience, Varus also knew to take such attention with a grain of salt. The mood of the crowd (or townspeople) could change quickly if the situation changed.

The bandit that we captured was questioned. It turned out that he was not a cultist. He and his group had been paid up front to capture travelers and transport them to the dragon nursery…to be used as food for the dragonlings. He revealed that Syythren'daal was an ancient wyrm, a very powerful one. Which means it was even bigger than the green dragon we saw, thought Varus. He believed someone was controlling the dragon or the dragon was controlling the cult. After questioning, the bandit was sentenced to death and hung.

After the feast, we went our respective ways to take care of business. A strange mist descended on the town, and it sat from dusk ‘til dawn. Varus started hearing “Auntie Murphy is to blame” more and more around town. He also discovered that he was becoming sensitive to sunlight. By the end of the week, it was painful to go out during the day. Everyone else suffered from bizarre waking nightmares.

We met at the tavern one evening. Basel and Varus decided it was time to discuss their research with the rest of the group.

“It is time to talk of the gems!” announced Basel, “Varus, what do you think?”
“Yes, we should discuss what we have found,” agreed Varus. “Basel?”
“We have found that the first gem emanates planar magic.”
“For my part, I have discovered that the second gem emanates abjuration magic,” continued Varus. “Of particular interest, if you place a metal object against the gem, the object will disappear.
“Valentia also found a verse that she shared with me. A very interesting verse:” Varus read it to the group.

With soft-spoken chants, the Fiver were granted
gems that would free the Banished
Where once they were placed, on ley lines,
Did the great gate ignore edicts lost in time?
Together, the gems bind, but create frailty
Balance will be lost and Ao must trust,
But dejected the saviors to a new reality
The lives of innocent will not be lost.
The Banishment of Tiamat

“These two gems, and this verse, have convinced me…that they are involved with the efforts of the cultists to try and bring Tiamat back from her banishment. This is very serious business.”
As we discussed amongst ourselves, we realized most of us had been having nightmares or visions. Tomeck saw a great being chiseling huge tablets. Flidais saw the end times, when five heads came together. Basel’s screaming nightmares have gotten worse; he also heard chanting outside his room.
We had also received many requests for help since rescuing Sir Klavin. Varus was surprised at how many people in town needed help. When we compared notes, there were six distinct requests for help:
·         Boys were going missing. A local family asked for help after their child went missing overnight. They said that another group of children have gone missing as well the night before..
·         An eerie wailing had been coming from the old town well. Mysteries lurk around it as pets and livestock have been going missing. Children and the town drunks claim that they hear whispers and chittering down the well.
·         The noble houses were in turmoil. Many of them have received dragon teeth and threats, as well as having nightmares. They were in fear of being killed in the middle of the night.
·         Giants were causing turmoil on the King's Road and have been raiding anyone that crosses their path.
·         "The Reaper" was on the loose, as he was every autumn. He was blamed for rusted tools and missing crops.
·         A team of foresters found another nursery of dragon eggs. It smelled terrible.

There was only a week or so to Guldize. There was no way we could investigate all of these mysteries in that time. What to do? Nagi told us that he had received a vision from his god—every decision has a consequence. There was a lengthy debate about what to do. Varus wanted to investigate the dragon nursery, arguing that it may be another part of the cultists plans. Tomeck wanted to try and rescue the kids that had gone missing. And Basel wanted to go down the well. He had a vison that something was down there. After many drinks and much debate, we decided to try and rescue the children and pursue the others if we had time.

We invited Alvin Simon-Theodore over to the table to talk with him about the missing boys. He seemed a little squirrely about discussing the matter.

“Well, I reckon at least 3 boys have gone missing due to the fog. One of them was Cayenne Wheathold’s boy. He’s a farmer, and not a superstitious one. The locals don’t care for him.
“Why is that, do you think?”

“He’s very boastful about being a farmer; he thinks his crops are much better than the other farmers. But he’s one to talk. His sons have stolen from the neighbors,” Alvin chittered. “Most of the boys that have gone missing were urchins, although one was nobility.”

Alvin said all of them had contact with this Auntie Murphy. Varus had already experienced how reluctant people were to discuss her. They refused to talk about the subject. With much persuasion, Varus convinced Alvin to tell us that she was in the woods. But he claimed that he did not know where, exactly.

We loaded up the carriage and headed out to talk with Cayenne Wheathold. When the farmer answered the door, Basel tried to play it tough. Cayenne was hot and told him to piss off. Varus stepped up and persuaded the farmer to talk with him. He was very obviously very nervous, finally admitting that he had known the children were being taken, but was too afraid to do anything about it. Anyone that interfered would be cursed. Nagi took the wife aside and talked with her separately.
Tomeck was bloody pissed at these parents, who had let their child be taken, but he held his tongue. But his contempt was clear on his face.

After much cajoling and intimidation, Cayenne finally agreed to show us how to get to Auntie Murphy’s place and try to rescue the children.

“In order to do this, I need ingredients. Hen’s blood, wet vellum, and spider talons.”
“Can you write that down?” asked Basel. Then we scrambled to assemble the strange ingredients.
“For me to do this, you must grind up the spiders and add it to the hen’s blood. And drink it.”
As most of us looked on in amazement, Basel drank down the strange concoction. The room spun for a moment…and a map appeared in his mind’s eye.

“I see a map in my mind! Auntie Murphy. She’s in the forest of Woe! I see the way to her place. It’s one or two days away.”

“Then we should be on our way immediately,” urged Varus.
There was a stuffed owl on the mantelpiece. As we started to leave, it’s head turned—and looked right Basel! Tomeck slammed it with his staff. It puffed into smoke…and insects crawled into the wall.

“Why did you do that?” Basel asked in surprise.
“She’s watching,” answered Tomeck, looking around. Then it all made sense to Varus. She was watching. Auntie Murphy. None of the townspeople wanted to talk because she really was watching them. Even in their homes. And if they talked or did anything, their family would suffer.
We hastily bid the farmer and his wife goodbye with mixed emotions. Basel hooked up the horses, hugging and kissing Rao affectionately. We headed out into the woods.
“Which way should we go?” wondered Basel.
“Umm, don’t you have map in your head?” asked Varus quizzically.

“Ah, yes. Ranger, I shall tell you which way to go,” Basel declared, even though Tomeck was driving the carriage. As we proceeded deeper into the woods, we saw more and more owls in the woods. Upon closer inspection, they seem to shimmer, as if they have a glamour on them. Magic, most certainly the witch’s. She had eyes everywhere; we wouldn’t be sneaking up on her.

Flidais saw a very large one, a great horned owl, and fired her bow at it but missed. At least 20 owls flew up and away from that.

“Basel, how much farther is the tree you saw?” asked Varus.
“It’s at least another day to reach her house.”
“We should not stop. We must press on,” Nagi urged. We press on through the day; those in the carriage tried to get some sleep. After a long ride, we came to the tree that Basel had seen in his vision. We finally come to an open path, where the brambles had retreated into the forest. Will-o-wisps of light glowed along the path.

“I’ve often seen these will-o-wisps in the swamp,” Flidais noted, “Magical lights. According to legend, they are souls that have been sacrificed for no meaning. They are rumored to mislead travelers until they become hopelessly lost, and worse.”

We walked by a pond. Varus looked into it but saw nothing, Flidais looked in, and two ghastly hands burst from under the water and tried to drag her in. She managed to jump back, but not before she saw many bodies under the water.

“Victims of Auntie Murphy, I fear.”
We saw the house, which was ringed by a crude palisade, and crept up silently. There was a huge hulking figure leaning over an elderly person. Basel recognized the language as Abyssal.
“A deal’s a deal, I gave you this, now you owe me this.”

He could not see to what they were referring. The large hulking figure turned and started marching off, turned into an owl, and fluttered off. The elderly person went back into the house. From inside, screaming began. It sounded like children’s voices.

Without a word to anyone, Nagi ran up and kicked in the door. Evidently, we were starting the battle with Auntie Murphy. For some strange reason, Varus could only think, At least I got chicken. As Nagi burst in, he saw several children in the room, filthy and dressed in rags. They all reeled back from the monk in horror, not knowing what to expect, just as another child scuttled into the group. Was that the shapechanging witch? Nagi worried.

Nagi confirmed the children’s worst fears as he slammed his quarterstaff into one boy, punched another one, and then used some of his chi to punch a third. He proceeded to knock another out and break his arm, and then landed a crushing blow on another one, putting him into a coma.
“So, looks like it’s you and me, kid”. Then he knocked the last kid out. Before anyone else had even arrived.

“I saved the kids!” he shouted out the door.
Outside of the cottage, Basel chucked a javelin at the polymorphed owl. It fell to the ground and turned into a very large humanoid. Tormeck blasted it with two volleys of magic missiles and ran away. Varus sang a song of enchantment and magically suggested that the giant creature help us.
“My, you are a large fellow. Would you help us against that nasty Auntie Murphy? She is quite mean.”
“Okay. Me help.”

“Paladin, get in here!” Nagi shouted as he and Flidais added insult to injury in a very literal sense and tied up the poor beaten and bloodied boys. Basel entered and cast divine sense at Nagi’s request.
“Certainly, there is evil in the hut, but not the children,” Basel glared at Nagi.

All of the boys were wearing amulets, and they started vibrating. Varus asked the giant to help get the children out, and he agreed. Flidais grabbed one of the amulets and cut it off, but it spoke in her mind and told her Kill Your Companions. She managed to resist the compulsion and put the amulet in a sack. Flidais cut off another amulet and was told to Poison Them. She was able to resist once again. Nagi followed suit, but when he cut off his second amulet, he saw Auntie Murphy. His expression changed, and he turned and left the hut. Basel blessed the ranger, the sorcerer, and himself (#blessed), and then cast a spell on his mace so that it struck like thunder.

Varus noticed that a giant tattoo had appeared on the chest of the ogre, but he still seemed under control. Nagi left the cottage with a blank expression on his face and headed towards Tomeck, who was just coming up after running away. The bard sensed something behind him and spun around, face to face with Auntie Murphy. She was hideous, her blue skin covered in gore, with abyssal horns on her head. Varus had heard of such evil creatures in stories. She was a night hag, a demon that troubled dreams and loved to torment good souls. She cackled. Varus paled.

“Well, well. Auntie Murphy wants to make a trade. A trade of your friend’s soul for the boys. He is interesting. He almost killed six children. What do you say?”

“No deal,” Varus answered defiantly, although he was troubled by her statement about Nagi. Was she just lying to throw him off? Why would Nagi hurt the kids?

Auntie Murphy attacked, slashing Varus twice with formidable claws. He could feel her trying to take his life force as well, but resisted. Even so, he was badly hurt and stumbled away. Tomeck realized almost too late that the monk was actually attacking him, but he was able to dodge the sudden treachery. He cast burning hands and retreated.

Things were looking bleak when the ogre ripped the doorframe off the cottage and slammed it down on the night hag. Then he picked her up and slammed her into the stone wall. Amazingly, she didn’t’ seem that hurt by the powerful attack. Flidais came out of the hut and fired an arrow right into her chest. She looked at Flidais and smiled, and expelled the arrow from her body without touching it. Nagi finally managed to shake off the spell. He dashed over and stabbed her with his silver short sword. The sword stuck in her and she screamed.

“Varus, stab the witch with your rapier!” Nagi shouted. The silvered weapons were quite handy.
Basel ran up right then and bashed the witch with his mace. The thunderclap shook the ground and slammed her against the wall. She grabbed his shield but could not budge it, so she cast a spell on Basel. For a moment, he seemed to be in the pond with the bodies. He was able to resist, not realizing the dangerous spell she had cast. But nobody puts Basel in the pond. He stabbed her with his javelin of fire. She started turning ghostly, and we knew that we had to finish her before she did. If she survived, she would not stop until she had taken her revenge. Tomeck blasted her with missiles of magic while Varus hit her mind with dissonant whispers. The ogre charged in, knocked Basel up against the hut wall, and slammed the doorway down on… the palisade. Flidais hit with another arrow combined with a hail of thorns. Basel then took her head clean off with a mighty blow of his mace. It landed near the palisade and glared at Nagi and Basel. Basel cut off one of her horns as a trophy.

With the battle over, Varus led the ogre down the path for a while, thanked him for his help, and sent him on his way. He headed off into the dusk. We searched the cottage and grounds and found a considerable hoard accumulated by the witch. There was a phylactery of health, 5 scrolls (fireball, prayer of healing (10 minutes casting, 2d8 + spellcasting ability), spider climb, etc.), 7 potions, a longbow that radiated evocation magic (string from the ethereal plane, arrow of ethereal force), studded leather of poison resistance, 350 gp, and 10 pp. There were many vials of spell components and a ledger written in Primordia. There were also vials with numbers on the corks. There were empty vials with Varus and Nagi’s names. The amulets that the children were wearing have crumbled to dust.

When everything was secured, we loaded up the boys up in the carriage and made the long ride back to town. We gave food and water to the conscious ones, who were noticeably wary of the monk. It was early morning by the time we made it back to town.

We informed the town guards that we had killed Auntie Murphy and rescued the missing boys and. Her body was out there, but the guards didn’t know the woods and had no intention of retrieving it. We healed the kids and reunited them with their parents.

Dawn came with no fog, but Basel still had the screaming nightmares and heard the mildly distracting chanting. Basel, Varus, Tomeck had the same dream of fog. Basel was up early to visit the blacksmith. We had taken the suit of plate mail from the second dragon man to the blacksmith. Everyone chipped in to help pay to have the large armor adjusted to fit the paladin. Basel was very excited.

“Adventures, let us pursue the well and the hammer!”
We headed down to the old town well. Varus peered down into the well and saw a clown looking up at him.

“You got nothing. And if you come, you’ll float too.”
He shook his head, and the clown was gone. He could see water at the bottom of the well, but rocks were visible, so the water wasn’t deep. We brought the carriage close and tied a rope to it. Basel slid down clumsily and cast detect evil, his mace glowing. The light revealed a chamber that was a 15-foot cube. There was a corridor that led north, as well as doorways on the south and east walls. The rest of the party joined Basel, and then we were all silent as we took a moment to listen. Some the wall structure was crumbling down here. Then we smelled the heavy, sweet smell of death to the north. Nagi lit a torch and we headed that way.

Varus cast invisibility and moved up ahead of the others. There was silver webbing here, spider silk. He came to the doorway of a 40 x 40 room with a 30-foot ceiling. Gossamer webbing that almost glowed filled the room. He saw shapes cocooned in the webbing, and they became clearer as he studied them. A cow. Small pets. A halfling! A glimpse of a metal haft. Nothing was moving. As he moved back, he heard skittering. For some unfathomable reason, he decided to don the studded leather armor of poison resistance that they had found…at the witch’s place. In the middle of a possible battle. Without telling anybone.

The bard created the minor illusion of a dog entering the room, but there was no reaction. He cast sleep, and all the animals and the halfing went to sleep. Varus recognized the halfling as Tommy Ninefingers! Varus signaled the group to come up, and we rescued the halfling and torched the webs. When most of the webs were burned away, it revealed a skeleton clutching a hammer. Tomeck blasted the skeleton with a firebolt, and the it caught on fire, but it seemed to clutch the hammer even more tightly.

Then all hell broke loose. Flidais pulled her new bow and fired a force arrow at the skeleton. It shot out and then reversed course and struck the ranger! Then she found it nearly impossible to put the bow away. Nagi was horrified with images of mummies and his body rotting away after being touched by one. Varus went blind.

Showing some semblance of wisdom, we decided to retreat up the well, but when we got there, the shaft had been webbed. Two purplish spiders were there and not there, phasing in and out. We sprang into action. Nagi missed with his sword, but hit with an unarmed strike. Tomeck fired twinned magic missiles at them. Varus hit one spider with Dissonant Voices and inspired Basel. Flidais slashed the webs, which seemed to resist. Nagi was bitten and poisoned badly. Both spiders disappeared. Basel tried to climb up the rope with the sleeping halfling, but cannot keep going. Nagi tried to climb over him, and all three tumbled back down the well.

“I cannot be of much help if I can’t see,” announced Varus. “Hand me the rope.” He grabbed it and started climbing. Flidais cured Nagi, and then one spider phased in; Tomeck blasted it with magic missiles, but it bit the ranger. The other spider appeared in the well and bit Varus, hurting him badly. Basel cast Bane on the spiders and put Tommy Ninefingers on his back, but could not climb the rope. Nagi stabbed the spider but missed two other attacks. Varus managed to cast a sleep spell on the spider attacking him, and it fell down the well and died. Flidais stabbed the other spider and killed it. Varus climbed up the rest of the way and dragged himself out of the well. Flidais took the halfling and climbed up to join Varus. No one else followed.

“Hello? Where is everyone? Why aren’t you joining us?”
“We’re going after the hammer. We’ll be back soon. When we give the signal, start the carriage and pull us out.”

The others went back to the room, and Tomeck blasted the skeleton with magic missiles again. They heard a voice.

“It is a hard monster that hides from day with many legs and many eyes and silver chain.”
The skeleton’s hand released the grip and dropped the hammer. Basel grabbed it, and the walls started crumbling. They all ran for the well shaft and the grabbed the rope. Varus heard them yelling and signaled Flidais to start the carriage. Nagi, Flidais, and Basel were pulled up and out of the well, although Basel slammed against the ceiling. As he went up the well, a large rock fell on him, but he deflected it and was not crushed. The well crumbled in as they escaped, barely escaping the collapse.
Basel inspected the hammer, which had a horse’s head and mane, and realized it was magical. After that, we headed back to town and directly to the temple of St. Cuthbert. Flidais erupted into black flame and passed out when we got there, but the Cuthbertians saved her. They were willing to remove the curses on the witch’s magical items as well, but at a cost. They removed the curses from Nagi’s amulet of resistance, Flidais bow, which now shot black flame arrows. They removed Varus’ blindness, and the studded leather now had spider climb. He gave them a donation of 20 gp. We also found out that Flidais’ soul was cursed, or tainted somehow.

We went to the Defeated Pillow and showed Alvin the vial of blood with his name on it.
“Alvin, what is the deal with this?”

“My great great-grand-father sold out to her. Only the seventh son of a seventh son can bring him back.” Then he faded away, like a ghost! We needed to do something with the other samples. We headed back to St. Cuthbert’s with all of the blood and gave it to Nagi. Basel blessed the vials, and they started breaking and bursting into black flames, which evaporated when they hit the floor.
Since there was a little time left, we decided to follow up on the noble houses complaints. They had reported doors and windows being opened in the night. Lizards nailed to the walls. Dragon claws in their beds. Terrible nightmares. Caravans have almost stopped. People have been received exploding runes. Some nobles say the cultists are shaking them down, quite possibly one of the other noble houses. One of the nobles finally revealed that is was one of the noble houses closely related to Sir Klavin. The Dal’ren family. Just more recent upstarts. Came in before Tormund. They came from a land of ice and snow. We waited until dark and went out to investigate.

The Dal’ren family lived in a longhouse on the King’s Road. As we approached, we could see that they displayed the Cult of the Open Hand. There was no doubt now. We would strike. Varus sang a song and disappeared. Tomeck knocked on the door. When the butler answered, he introduced the group. Nagi intimidated the butler and pushed his way in over his objections. There was a large parlor with sumptuous furnishings. There were gorgeous ceramic dragons of all colors, including silver, and gold, and bronze. There was an ornate gong on a stand with a sign beside it.

Hit once in case of emergency.
Someone of obvious noble bearing entered the room.
Jeeves was obviously peeved. “You have…unexpected company, my Lord.”
“Thank you, Bartleby. Good evening, guests. My name is Draco Dal’ren. How may I help you?”
“We are here to help with the recent struggles of the nobles and heard that you had been affected,” Tomeck told him, “We wanted to help.”

“Well, your reputation proceeds you.” Tomeck schmoozed with Draco, who asked the sorcerer to join him for a drink. Draco led him past the coat room, storage, the kitchen, and a bunk room to his study. He poured wine for them both. Tomeck explained the situation and pretended to drink with Draco. He put his boots on the table. Draco drank his goblet, set it down…and grabbed Tomeck’s goblet and drank it as well. He slammed the goblet down, and flipped the table at Tomeck. The half-elf dodged, but a cultist came out of a closet and him as well. Draco took a 5’ foot step towards Tomeck, pulled out a scimitar and slashed. Tomeck threw up a shield spell just in time and blocked the attack. He stepped back but got hit hard, then unleashed burning hands on both of them.

Bartleby tried to find the hammer to ring the gong. Flidais put the Hunters Curse on him and but missed with an arrow. The butler turned and kicked the gong, and a pit opened under Nagi and Basel. They managed to avoid falling in, but were splashed with acid. The monk dashed out of the foyer, through the kitchen, and into a collections room, which had two large, stuffed owlbears. Basel charged Bartleby, but the butler pulled a cord and almost pitched Basel back into the acid pit. Basel recovered and slammed the butler with his new hammer. Flidais shot Bartleby with her bow. Basel dropped his shield, took his hammer in both hands, cast divine smite, and crushed the damn butler’s head.

During this time, Varus, still invisible, had searched the bunk room and found royal documents and…some more pieces of the map! He grabbed everything and searched for valuables. After that, he splashed oil all over the bunk room, set the room on fire, left, and closed the door.

Nagi ran up beside Tomeck and attacked, but couldn’t hit through the doorway.
“I see you like to play with fire. Play with this!” Draco sneered. He opened his robe and threw two vials of alchemist’s fire, splashing both with magical fire. Tomeck cast magic missiles in return, killing the cultist and badly injuring Draco, then ran away. Nagi ran in and killed Draco and searched the body. He smashed a vial of alchemist’s fire on his body.

On the way back, the monk checked out a glimmer in the owlbear’s mouth, which turned out to be a gem. The mouth slammed shut and snapped his quarterstaff. Nagi smashed the beak and managed to retrieve the gem. Varus told everyone we had to leave now. The house caught on fire and we all fled.
The longhouse burned through the night and burned down to the stone foundation by the following dawn. That night, after it had cooled, we went back to investigate. After a short search, we found a hatch with drag marks. We opened the hatch and headed downstairs. At the bottom was a stone door, which we opened. A stone corridor ran out of sight. On the right was a room roughly 15’ x 15’ with leather strips hanging down from the ceiling. Basel went first and discovered that there were metal hooks embedded in the leather straps, and he took some severe damage. Nagi took out the hooks, and noticed what looked like poison on them. Basel looked bad. Tomeck blasted the leather strips with firebolts. Flidais and Varus healed the paladin.

Nagi found three crates and we busted them open. In the first were clothes of noble birth, daggers of the open hand, and letters with runes. In the second was a cache of coins and gems (1500 cp, 900 sp, 60 gp, 59 gp gem, 2 chyrso 50 gp, etc.). There was also a healing potion, and two recipes: one for a healing potion and one for a bag of holding. The final crate, held forged official documents that promoted a new noble birth and detailed a scheme to overtake the nobles. Varus gathered up all of the documents so that Tyala could examine them with her expertise.


With no time remaining before Guldize, we had taken care of three of the threats facing Norrington. Auntie Murphy was gone…hopefully. The old well was no longer a threat. And an evil noble house had been destroyed. But the festival would start soon. What of the other three? The giants on the road? The dragon and its allies? The Reaper? We knew the storm was coming. Varus started investigating the unidentified magic items so that we would have as much help as possible for what was to come.

The Second Sundering - Chapter 4: The Harvest pt. one


Who was in the group:
  1. Tomeck, the third level Half-Elf Sorcerer
  2. Varus Silvertongue, the third level Half-Elf Bard
  3. Tyalah, the second level Wood Elf Rogue
  4. Basel, the third level Paladin of Rao
Events that occurred: 
  1. After a short day's respite, the festival is upon us: People and carts circle the town square.  Laughter and rowdy voices dance through alleyways, in summary: Happiness.
  2. A caravan coming from the North is headed down south.  They swore that they heard rumors of giants but saw nothing.
  3. Scouts have reported that a small fort has been built near the mines bearing the symbol of the five.
  4. The farmers claim ruin as their crops have rotted through the night.  Their tools made of wood, iron and steel have withered.
  5. For removing the threat of assassination of their heads, the noble class pooled together 50 platinum pieces as payment.
Keypoints:
1) The Defeated Pillow
     a) The party has been welcomed into the basement of the Defeated Pillow.  It is now an unofficial       headquarters for the group.
  1. The town is excited for the Festival even if there are shortcomings in the holiday spirit.  Most of the townsfolk have moved to the center of town and have been starting festivities since the daybreak.
2) The Harvest
     a) The Harvest has began and many vendors have come into the town.  There are some strange           shoppes of oddities, used camels, petting zoos and other knickknacks. The nobles invited the               group to come and drink with them.
     b) Through her downtime and investigation, Tyalah, I swear I will get this spelling down this               session, has discovered that Sir Klavin might have a connection with the dragon cults.
     c) Sir Klavin has left a gift for Varus, what looks to the be the last of the puzzle pieces needed for       a map of sorts.
     d) The party rages on until the late midday, when the festival was interrupted by a wandering               group of hill giants, throwing boulders at the town and laughing.
     
3) Simpletons- with Boulders for Brains
     a) The party was forced to engage with two hill giants who began to chuck boulders at the town.         At that point, several points of interest were damaged including: The entire second floor of the             Defeated Pillow and several homes.
          i.) The giants fought between each other and one came into the town, being pelted by spells                and arrows, he made it to the party and havoc began.
          ii.) Basel was knocked unconscious within one round of combat, Varus was almost flattened as            well and at that point it was between both Tormeck and Tyalah to commit to dealing with the              Giant.  It was Varus who had landed the killing blow, and with that the festival went on again,              celebrating the party as now the saviors once again.

4) Raid Upon the Town
     a) As the festival raged on, the party went to go sleep in the guest quarters of Sir Klavin's estate.         At midnight, the sounds of screaming, clanging of metal and the giant green wings of death                 scoured the sky above Norringtone.  The Cult of the Five had arrived and seemed to be searching       for items of interest.
     b) Sir Klavin tasked the party to help them defend the town and had listed out objectives that               needed to be completed: Secure the royal vaults, retrieve the ballista bolts from the armory, rescue       the townfolk who are being rounded up in cages and finally protect the granary and the last of the       food.
     c) The party decided the first course of action was protect the treasury

5) Key treasure found:
     a) Several pieces of the puzzle map
     b) A mask in the visage of a silver dragon
     c) A third green gem, similar to the previous two.

Session Wrap-up:
The party, exhausted from their armory, realized that time is of the essence and have realized how dire this attack is on the town.

Next session: The Harvest, part two.

Session Rewards:
Basel, Tormeck, Varus have all attained level 4.
Tyalah has attained level 3.

Wednesday, November 1, 2017

The Second Sundering - Chapter 3: Consequences Summary

DM note: Sorry for the delay, life happened!  This should all be updated by the end of the week and catching me up with previous blog posts.

Who was in the group:
  1. Tomeck, the second level Half-Elf Sorcerer
  2. Flidais, the second level Wildwoman Ranger
  3. Varus Silvertongue, the second level Half-Elf Bard
  4. Nagi, the second level Monk of St. Cuthbert
  5. Basel, the second level Paladin of Rao
Events that occurred: 

  1. A grand feast was held in favor of the party after rescuing Sir Klavin.  The town looks more favorably at the party and several admirers make their approaches.
  2. More merchants, tinkerers and convoys talk about a large winged beast lurking above the Forest of Woe.
  3. The party has been invited to a future hunt with Sir Klavi, which is planned after the harvest.
  4. The bandit tat was taken captive was found with no relation to the cult.  He and his group were paid in front to collect people for a hatchery.
  5. The bandit reveals that Syythren'daal is an ancient wyrm.  He believes someone is controlling him or he is controlling the cult.
  6. The bandit was put to hang for Banditry, obviously.
  7. A weird mist has enveloped the town that sits from dusk to dawn.
  8. Many townsfolk are whispering the name "Auntie Murphy" as harvest gets closer.
  9. Varus was afflicted by a minor sun sickness, the rest of the party suffered bizarre, waking nightmares for the week.


Keypoints:
1) The Defeated Pillow
     a) During the party's downtime, the party has received letters, requests and pleas for help.  The           party has 10 days to finish these objectives before the festival. After browsing through the letters         the group decided on three choices out of the six.

  1. A local family is calling for help after their child went missing over night.  They said that another group of children have gone missing as well the night before.  The party was led on a hunt to search for a witch named Auntie Murphy.
  2. The old well has had mysteries lurk around it as pets and livestock have been going missing.  Children and the town drunks claim that they hear whispers and chittering down the well.
  3. Finally the party chose to deal with the noble houses who felt like they were going to be threatened or killed in the middle of the night.
               o) The party found these as the least to worry about, but still a worry nonetheless:

  1. The party did not choose to deal with the giants that are causing turmoil on the King's Road and have been raiding anyone that crosses their path.
  2. The party did not choose to deal with "The Reaper" who is a folklore amongst the town.  He is to blame for rusted tools and missing crops.
  3. The party did have time to deal with the hatchery.
2) Auntie Murphy!
     a) After discovering that their travel might take upwards to six days, the party procured a shoddy
     carriage and two horses named: Rao and Bert.
     b) Taking their time entering the Forest of Woe once again, they found that owls are a major               component and it is obvious that the witch knows that the party was approaching.
     c) The forest seemed to allow the party to venture through it.  Offering little obstacles...making           their approach to the camp in about 3 and a half days- it is at the middle of the night that they find       Auntie Murphy's home.
     d) Auntie Murphy was seen talking to what looked like a Giant, later it was discovered that he             was an ogre.
          i.) There was a small pond near Auntie Murphy's house that seems to house souls.
          ii.) At this point, Murphy was seen entering her hut where the screams of children were heard.
     e) The party was then forced to act.  Nagi rushed into the hut and proceeded to knock out the               children in hopes of revealing the witch.  It wasn't until he was done that her grasp was upon him,       dominating him to kill his friends.
          i.) The battle was bloody and dangerous, at one point Basel was almost dumped into the pond,            Varus was almost sent to the ground dying and Auntie Murphy almost fled the Material plane,            but the party was successful, finding a trove of magical items and Basel collecting a hag horn.
     f) Only one of the children was severely hurt with a broken arm, the party treated them and they         went back to town.  They had three and a half days left before harvest.

3) The Well
     a) It was Basel who wanted to delve into the well and it was there that the party almost saw the           end of their lives.
          i.) Entering the old well, the party found a few large hallways and one room that housed spider            webs with cocoons about cat and cow size.  A skeleton was found embedded in the ceiling                  holding a hammer, but  were ambushed by Phase Spiders.  It was then that Auntie Murphy                  would have her last laugh.
          ii.) Varus' magical studded leather blinded him, Flidais' bow fired arrows that tracked back at              her and Nagi, Nagi found his gumption and shook of a nigh-incurable disease: Mummy Rot.
     b) The party, being handicapped, still made it through fighting off two phase spiders.  The                   hammer was loosened and recovered, but the rest of the well collapsed on itself.
          i.) The party went to the Bank of Bert to deal with their curses, it was discovered that Flidais'              soul might be cursed, the temple doesn't know how to deal with that sort of affliction.

4) Noble house of Daal'ren
     a) As the party went to investigate the Noble Houses, the name Daal'ren became more and more         spoken.  It was there under investigation that the party discovered the cult had began to infiltrate         the noble houses in Norringtone.
     b) The party, split, was able to deal with the damage of the cult, and escaped a burning house.  It         was after it had burned down that they discovered a hatch located underneath a bed.  This hatch           led to a path that went hundreds of feet under the town and to another hatch located near the               Forest of Woe.
     c) The party, well injured and exhausted decided to turn it in for the night.  It was tomorrow that         Harvest would come.

4) Key treasure found:
     a) Total Chapter Coinage found: ** will need this I randomly rolled it **
     b) Gems found: ** will need this I randomly rolled it **
     c) six potions, three unidentfied potions: Greater healing potion, Oil of Magic Weapon, Potion of         Curse Poison.
     d) Five scrolls: 1- Fireball, 1- Bless, the rest unidentified.
     e) A magical longbow, with telepathy.
     f) An Amulet of Health
     g) A set of Studded Leather of Poison Resistance
     h) 2 recipes: Bag of Holding I and Healing Potion
     i) A magical hammer in the shape of a lion
     j) Permanent residence in the Defeated Pillow and a small vault available in Bank of Bert.
     k) The townsfolk look more forward to the party as the doers and movers than Sir Klavin.
     l) A night hag horn.

Session Wrap-up:
The party, while accomplishing much, have saved the town from what might have been complete destruction.  The nightmares have stopped, but Alvin Simon-Theodore and other individuals in town have disappeared in a wisp.  Dave Villa came into to work his tavern.  It was there that he offered permanent residence in his basement there.  The party has a 40'x40' cellar to design as seen fit with non-magical goods.

Next session: The Harvest
Session Rewards:
Each party member has also accrued 5 days of Downtime.

Varus' Journal: Entry #2: The Forest of...Whaa? Whoa! Oh. Woe.


By: Stan Lingle,

By the time the group made it back to town after the adventure in the mine, much had changed. When they grabbed a table at the Defeated Pillows, the bartender couldn’t wait to tell them that Tormund Gliviv had sold his mine rights to Sir Klavin, the lord of the Norrington, and promptly hightailed it out of town. The dwarf had bought out our contracts for 30 gold pieces each (25 for Tomeck, plus an oathstone). Furthermore, his lordship asked us to remain and paid for our stay at the tavern. Sir Klavin had already left town again, either out hunting or helping to prepare the town for Guldize, the harvest festival.

Lord Tordek also left abruptly with his retinue, without so much as a word to his new companions. His debt to Tormund’s family was obviously paid. Varus wasn’t surprised that a nobleman had left without saying au revoir to the common folk, but he would have liked the opportunity to toast their exploits. He was an interesting fellow.

We had some time on their hands until Lord Norrington was expected back. Varus was fascinated by the gem, and felt that it played a role in the strange events. He enlisted Basel’s help to investigate, and they discovered that the gem emanated planar magic. Varus also performed 5 nights at the tavern, earning a respectable amount in tips for a small town. He followed up his performances with several hours at the gaming tables, so Basel ended up doing much of the research. The goddess of luck was with Varus at the tables, and he won 5 gp. He also noticed a newcomer. An attractive, well-dressed wood-elf. She was also doing well at the tables. Tomeck spent his time in research and discovered the formula to a ring of protection. Flidais went out hunting and sold the pelts and meat to the local markets, making a sizable return. Nagi honed his level of perception, but he knew that it would be some time before he mastered that skill. He also went to the smithy and had his rapier coated with silver to assist in his fight against the evil lycanthropes.

During that time, several buyers showed up to inquire about the gem. Varus found this surprising, as he wasn’t aware that anyone in the group had shared that information. Perhaps Tormund had contacted them, but none of the buyers seemed trustworthy or of noble birth. Basel and Varus turned them all away and would not discuss the matter with them.

Performing and hanging out in the tavern, Varus was also aware of the changing mood of the townsfolk as the festival of Guldize approached. Most of the autumn festivals he had performed at were joyous village celebrations with a bounty of food. Here, some spoke of Guldize as if it was the End Times. He spoke with people that had awoken with screaming nightmares, either visions of their death or destruction of the town. Even worse, there were rumors that several caravans on the King's Road had spotted a large green dragon above the tree line over the Forest of Woe, also known as Where Widows Are Made.

After the time apart, our group gathered at the tavern one evening to catch up over dinner. Flidais brought a friend. While the ranger had been on the hunt, she ran into her longtime family friend, Valentia. Valentia was a gnome druid. Varus had known several elf druids growing up that lived in the forests surrounding his elven hometown. He respected them and knew that they wielded the magical power of nature. He had never met a gnome druid before. She spoke little, and wore the skin of a panda bear. As we ate, drank, and discussed recent events, a disturbing pattern emerged. Nagi was afflicted with screaming nightmares of choking on the breath of a green dragon. Tomeck, Flidais, and Basel all found dragon teeth in their bed, an obvious threat from someone. Some thought it supernatural, but Flidais and Valentia investigated and found it was the sign of someone putting out a hit.

Tyala was hanging out at the bar and listening to the conversations around her, especially the table with the group she had heard so much about. Everyone was talking about the strange events.

“Hey there, bartender, another drink. Why all the whinging?”
The bartender, Alvin Simon-Theodore, poured her a cider and served it.
“I’m not at liberty to say.”
“Oh please. I’ll roll you for it.” Alvin agreed, they rolled the dice, and Tyala rolled higher.

“Well, the owner, Dave, wouldn’t want me to be spilling me nuts, but what are we going to do? It happens every year. The village is cursed, I tell ya, cursed.” She listened to the bartender, then realized our group was talking of the same thing. She walked over to the table.
“I had the same nightmare last night,” she told Nagi. “This is more than mere coincidence. Hello. My name is Tyala.”

The bard spoke up. “Indeed. My name is Varus. These are my companions. It seems that we have a common purpose.” He introduced his companions in turn. They had barely begun drinking and talking when they heard a rider yelling and approaching at full gallop. He fell off his mount and staggered into the tavern.

“I’m losing my head, and I’m worried I may be dead. Sir Klavin, that I read it said, hurry, for I may be dead,” he babbled and keeled over on the companions table…to reveal a dagger in his back. The hilt was the symbol of The Five. Varus immediately cast a healing spell to stabilize him.
“We were out on the plains…when they morphed into trees…illusions of trees…evil woods. We were…ambushed by…someone. Sir Klavin was captured. I was stabbed before I could escape on horse. I fear Sir Klavin will be killed if no one can help him.

Our group, including Valentia and Tyala, discussed the matter and quickly agreed to find and help Sir Klavin before it was too late. Given the distance, we needed transportation. When we got to the stables, Varus was ready to negotiate. Tyala stepped up and got an excellent price on two horses and a carriage that had seen better days. We split the cost for the rig…and regarded our new mounts. Basel was quite taken with them. He decided that we needed to name them, and dubbed one of them Rao. The same name as his patron, the god of peace and reason. Nagi thought this was a great idea and decided to name the other horse Bert, after his patron St. Cuthbert. Varus was amused that the two would name mounts after their deities. He could have sworn he heard thunder in the distance.
We gathered our gear and boarded our new ride…and quickly came to the realization that Tomeck was the only one that knew how to handle our new horses (other than Valentia, who declined to drive animals attached to a carriage). Tomeck graciously accepted the reins, and headed out of town. Valentia accompanied the carriage…riding an impressive bull mastiff.

As we traveled in the carriage, Varus told Tyala the tale of the group’s adventure in the mine. Flidais told us about encountering much larger wolves and warned Tomeck to watch for them. She also informed us that Valentia has seen giant spiders, some bigger than her mastiff. She also had heard of the howling terror. The wolf with red eyes.

The woods were getting deeper and Tomek and Valentia, outside of the carriage, were getting concerned. They could see webs in the trees, webs that were getting thicker as they progressed. Tomeck drove the team faster and Valentia urged her animal companion to keep up the pace. Tomeck saw a tree that something had ripped apart. Valentia saw things caught in the webbing; one looked like a large bird. Soon, we got to a point where the forest seemed like a living thing. Tomek stopped the carriage and we got out. The brambles crept closer.

Basel used his dragon claw and cut through a bramble. It promptly started growing back. We looked at each other and then started hacking our way through the brambles. After an hour, we finally emerged from the woods and moved well away from them. We made camp, gathered firewood, lit a fire and cooked dinner. Nightfall came early, and Valentia warned us that daybreak might come late due to the deep forest.

Basel cast a spell to speak with animals, but the only animals around were the carriage horses.
“So, uh, Rao, how are you?”
“Fine, I guess. These woods are freaking me out, man.”
“It will be all right. Have you seen anything?”
“Neigh. Just eating some hay. That was a long carriage ride, man.”
“What about you, Bert?”
“That’s Cuthbert the 3rd, Esquire to you. Well, I miss my friend Ernie.” His voice dropped to a low whinny, “and I hate this fellow.” He resumed his normal horsey volume. “I have not seen anything either.”

Flidais walked up with some carrots and gave them to Basel to feed the horses. Tomeck took the first watch as we settled in for the night. Everyone else was in the carriage except for Varus, who was sleeping on top so he could see the stars.

Tomek heard the sound of flapping wings up at the tree line, and large dragon, with a wingspan of 100 feet, flew into the clearing! Tomek and Varus froze. The dragon landed near the camp and looked around. It sniffed the air, as if sensing for something. Its green scales shimmered in the firelight. It charged the carriage and bowled into it. The carriage tipped, but did not fall over, and slammed down still upright. Tomeck and Varus hid on the other side. The dragon leapt up on the wagon, and then into the air as the carriage tipped over. The dragon flew off into the night. Tomeck and Varus remembered to breath. Everyone got out, and we pushed the wagon back over. The dragon was obviously looking for something, but why it did not attack, they could only wonder and give thanks. Basel comforted Rao and told him that he loved him. Everyone tried to get back to sleep, but with little success. What if the dragon came back?

Basel took second watch and some time later heard the howling of wolves. We had not re-lit the campfires after the dragon incident, so he had only a torch. Someone yelled for help. Basel woke up the Flidais.

“Dangers afoot. Just follow me!” Then we all heard sound of screaming and wolves growling. We scrambled and grabbed gear as we spread out to search. Another howl pierced the night.
Tomek shouted “Over here!” and shot sparklers towards the sound. We spotted a very large dire wolf and a regular-sized wolf. Tomek cast firebolts at the dire wolf, but before anyone could react, the other wolf charged and bit Tyala! Valentia slashed it with her thorn whip, but it seemed to have little effect. Varus cast a spell on it, and it fell down, laughing hysterically. Flidais cast a hail of thorns and then pegged the huge wolf with an arrow. Tyala, understandably shaken, missed the large wolf. Basel cast Hunter’s Mark on the dire wolf, but could not hit with his javelin.

“Attack the other one, I will focus on this wretched creature,” Nagi said as he struck with a flurry of blows on the man-wolf. Only his sword seemed to hurt it. The dire wolf ran up and snapped in Basel’s face but missed. Tomek walked up and fire shot forth from his fingertips, burning both of them. Varus sang a spell of sleep on the wolves and they slept. Flidais coup de graced the big wolf. Nagi turned to finish the werewolf when Basel came up and planted his shield to protect him.
“Why are you killing this creature?”

“Why are you defending it? It needs to die. It is evil.” He dodged around Basel and stabbed the creature, killing it. It turned into a teen wolf. “Don’t get between me and any werebeasts.”
Flidais healed Tyala’s bite, and we looked at each other uneasily. Even those who knew little of the werewolf knew that the bite of the creature could be infectious. We had to find a way to heal her.
Flidais skinned the dire wolf; the hide ending up weighing 23 pounds. To take it with us, she decided to drape it over the carriage. The resulting ride inside was quite nauseating, between the smell and sight of the newly-cut hide. Varus elected to sit on top of the carriage. Basel observed that he thought the rode too well traveled, when four humans came running across the field towards us. They were carrying something and trying to cut us off. Bandits. Varus and Tyala shot and killed two. More appeared in front of us, and Flidais blasted them with a hail of thorns.

The bandits dropped the battering ram and shot at Tomeck instead. He tried to run down the ones in the road. The carriage horses, having never tried to intentionally run people over before, got spooked at the charge, and stopped. The hide started sliding forward off the carriage, but Tomeck managed to stop it and cast burning hands on the other attacking force, burning them down. The battle was quickly over. The stench of burned human flesh hung in the air. Basel got down and hugged Rao. “I love you, Rao.” We quickly searched the bodies and found 70 arrows, 3 short bows, 35 copper pieces, a mace, and the battering ram. We pushed forward.

A short time later, we found a stray horse tied to a tree. It had all of its gear and saddlebags and bore the markings of Sir Klavin. Valentia asked a woodpecker if it had seen the lord or a dragon. It did see the nobleman with brown hair. It did not see a dragon. Basel searched the saddlebags and found four potions of healing, which he distributed. The coin purse was empty. We continued, but the path quickly narrowed, and we had to park the wagon and tie up the horses.

We headed down the path, which soon turned to the right. At the top of a small rise ahead, there was a camp. Varus and Tayla snuck forward. As they got to the base of the hill and hid, they saw four bandits with marking of the Hand of the Five. There was another green half dragon man there as well. He was yelling at the bandits.

“This camp is a disgrace. If Syythren'daal were here, he’d have your hides!” The dragon man went into a tent and emerged dragging a rope, with Sir Klavin at the end of it. He pulled him across the camp to a ritual altar. Varus signaled Tyala to go back and grab the others. He tried to sneak to a flanking position, but was spotted by one of the guards. Tomek firebolted the half dragon as Flidais fired arrow, which bounced off the half dragon’s breast plate. Varus hit it with dissonant whispers in its mind, but it shrugged off much of the assault.

“Bah, is that all you’ve got?” the dragon man roared. Just as he did, Tyala’s arrow slammed into his breastplate.

A bandit pegged Varus with a javelin and he reeled backward. Valentia charged up on her mastiff and healed him, only for Varus to get hit with an arrow. Nagi moved to the left. Basel cast bless on some of us, then cast Hunter’s Mark on the dragon man. One bandit missed Varus and one hit Flidais. Tomek blasted three bandits and they went down, but the chaotic nature of his magic also caused Varus to be poisoned. Flidais gave Varus her potion and then she dashed up the hill and hit the creature with an arrow. The dragon man was hurt but charged up and stopped right in front of the party. He breathed a cloud of poisonous gas on four of us. Valentia and Tyala collapse. Varus and Basel were reeling, barely on their feet. Varus cast the dissonant whispers and fell back, singing to inspire the monk who landed two blows on the creature. Tyala teetered on the edge of death, while Valentia stabilized. Basel laid hands on the rogue and druid, saving both their lives and bringing them around. He stood over them with his shield to protect them while they recovered. Tomek’s magic missiles and Flidais arrows finished the dragon man. Nagi took down the last bandit.

We untied Sir Klavin. He had been ambushed on the elk hunt by a terrible screeching dragon. One bandit was still alive, and we bound him. We also searched the camp. Then we headed back to Norrington. We had arrived in time and the battle was won. Varus could scarcely believe they had rescued Sir Klavin, but knew that this second gem only deepened the mystery.

a) Total Chapter Coinage found: 80GP, 1128SP, 2234CP. 11 GP, 161 SP, 319 CP
b) Gems found: 3 Agates (10g each), 1 Malachite (10g), 3 tiger's eye (10g each). One gem each
c) Three unidentified potions
d) A javelin of embers (1d6+4 fire damage)
e) A suit of half-dragon sized plate mail
f) A silvered rapier
g) A sister green gem that is fist-sized.  It radiates Conjuration magic.

h) An incomplete map with four puzzle pieces.

Wednesday, October 18, 2017

DM Crash Course 102 - Session Length, Encounters & Treasure

Introduction

Hello and welcome back to the second installment of DM Crash Course!  Today we will be covering the three major categories that help spice things up in your campaign by introducing two tools that I normally use and a short table that helps me measure how long my session will be.  In the previous session we discussed world building, building a flow chart for your story and finally drafting your first town, so primarily this will be affecting both our first and second process: World Building and Our Flow Chart.

Session Length

A session can range anywhere from a quick 30-60 minutes to a twelve hour power quest.  It just depends on how large your group is and how many encounters the party is facing or will be dealing with.  In general I use the rule of thumb in the following for a group of 4-5 adventurers and assuming that all of the encounters are set to a medium difficulty:


Time of Session # of Encounters
>= 30 minutes 1
30-60 minutes 2
60-120 minutes 4
120-180 minutes 8
180-240 minutes 12
240-300 minutes 16
300 minutes+ 16+


If your group happens to be larger you will have to shift down the total amount of encounters, because more players means more thought and conversation, here is a modified chart for a group of 6-8 adventurers:
Time of Session # of Encounters
>= 30 minutes 1
30-60 minutes 1-2
60-120 minutes 2-4
120-180 minutes 4-6
180-240 minutes 6-10
240-300 minutes 10-12
300 minutes+ 12+

Now that we have an official number for encounters you might be asking yourself, while designing, what constitutes as an encounter, and in general, that could be anything that poses a risk to the adventurers and will reward experiences in one value or another.  You might also be asking yourself what constitutes difficulty? Well onwards to explain Kobold Fight Club and shifting encounters upwards or downwards in difficulty.

Encounters

Get ready to bookmark your new favorite tool when it comes to designing an encounter with monsters: https://kobold.club/fight/

Kobold Fight Club allows you to quickly build an encounter for your party, but the drawback is that it does not have the stat blocks for any of the creatures.  So you will need to at least have access to the books you are looking up or using for a source.  So let's play pretend and assume that we do not have a computer, a smartphone, or the internet and have to design an encounter by hand.  Assuming that you have a party of 5 adventurers that are all at level 1 we will be working on designing an easy, medium, hard and deadly encounter.  I want to take our mascot, kobolds, as our adversary but do not know how to balance an encounter.

That means that if you threw 12 kobolds at a level 1 group, they would be dead.  If you threw 2 kobolds at the group, they would squash them in the first round.  So how do we figure out what the core number is?  The first step is to look at the CR rating of a kobold, in this case it is a CR 1/8. CR, or Challenge Rating, is deviously deceptive in Fifth Edition, but if you look at the total party number you can ascertain that 1 player could easily kill a kobold before the kobold kills them.  So we can assume that our party can easily take on a group of kobolds between 2-4 and rightfully so.  That would be considered an easy encounter.

A medium encounter would be between 5-6 kobolds.  That means the party could potentially die, or at least one member could drop to zero quickly.  This is where you should strive to build encounters.  Any higher or lower will either bore the group or potentially wipe them out, but in case you are wondering 7 kobolds would be considered a hard encounter.  Someone will die or at least be dying and there is a potential of a party wipe.  From 8+, the party will potentially die or multiple members will die.

Another way to handle encounters, if you don't want to run a bunch of creatures at once is to use one big creature or mix your encounter.  An example of a medium encounter using kobolds would be: 2 kobolds and their pet crocodile (CR 1/2).  The group could also handle a CR 1 monster to themselves as a medium encounter, like an animated suit of armor with a kobold.

I implore you to go play with Kobold Fight Club and get an idea of what is the right challenge for your party.

Treasure

Now, you've made it to the end of your session and you have all of these grumpy, grumpy players who had died, almost died are dying and/or were never touched, rubbing their hands together in hopes of gathering glinting and glimmering glory.  There are several ways to approach this and this all depends on your setting.

A high magical campaign might see potions and scrolls as a common reward in treasure with the occasional magical item.  Magical items are considered not as rare as normal and even NPCs and monsters could be wielding them on the battlefield.

A medium magical campaign uses potions and scrolls with a mix of more monetary coinage and gems.  This is about average road.

A low magical campaign rarely sees a potion or scroll and magical items are a process of exploring high and low and in hopes of maybe finding that +1 long sword after five or six levels.  Most rewards tend to be coinage, gems, arts, etc.

So, because we live in a technological era let us look at: http://donjon/sh/5e

Here it allows you to roll for treasure, trinkets, magical items, anything.  The real key is to match your treasure with the encounter or session difficulty.  Did your party raid a castle? Roll two or three hordes as the session treasure.  Did your party just kill bandits? Roll a few treasure rolls and choose/roll a 1d10.  It is a super easy and quick way to keep the game moving without bogging the game down to go through books to look at tables, to roll on tables, to determine that the tables are correct.

Join me next week as I talk about characters, variant rules, and the dreaded Session Zero.

Monday, October 16, 2017

Does Alignment Matter? The Argument Against Alignments


If there is anything more true to the statement above, it would be that water is, in fact, wet.  Alignment has been a core identity for Dungeons and Dragons since it's core incarnation underneath Gary Gygax's Dungeons and Dragons and Advanced Dungeons and Dragons, and in most circumstances it is the reason and drive on how most roleplayers play their character.  Now, what if I told you, alignment doesn't really matter in the idea of how a character is roleplayed, as long as it is an anchoring point.

Alignment in Fifth Edition is extremely tensile, outside of some spells, abilities and roleplaying monsters [#notallmonsters].  The core idea that Lawful Good the Paladin alignment was thrown out in the favor of allowing the Paladin to follow his core edicts, which he attains at level 3, or that Druids are all neutral and Monks are always lawful have been thrown to the wind for the sake of just roleplaying.  Depending on your Dungeon Master, A Paladin may now be Lawful Evil or even Chaotic Evil and still be considered Paladins. A Barbarian can now be Lawful Good, following laws of society or of a king for the sake of helping his or her village and Druids are allowed to project more urgency having aspects ranging outside of neutrality.

The major problem that I have always had with alignment is that a player character is and should be dynamic, especially when progressing through a campaign or leveling up.  I always think about two literary examples when it comes to alignment changing over time: Conan the Barbarian and Anakin Skywalker.  These two individuals spent much of their core story changing and developing.  Conan shifts from a savage slave to that of a warrior king and conqueror.  Anakin shifts from a slave child to a Jedi with questionable values to one of the most memorable villains created. So what stops a player from developing the same way from level 1 to level 7?  Let's take a more detailed look at Anakin's story.

At first, in this case Episode 1, he is just a naive kid who wants to do good, because he can and doesn't adhere to laws: Anakin is Chaotic Good. He just wants to help.  In Episode 2, we see that Anakin begins to slip in alignment as he matures, seeing that some edicts of the Jedi Order are holding him back from love, rescuing his mother, that he is willing to do what is necessary for him to get what he wants, including genocide: Anakin is now Chaotic Neutral or even Neutral Evil.  It wasn't until his full conversion to Darth Vader in Episode 3 that he gains the alignment of Lawful Evil, following the will of his master and doing whatever it takes to complete that task, in this case: Murdering younglings, hunting Jedi and even applying the penalties of law "fairly" on individuals, but usually without mercy.

In most circumstances, I think it is a good thing to always question your character's alignment as a player and at any point you feel that actions determine a change, ask your Dungeon Master to shift to another alignment to help better represent your character.  I personally like the idea of the story driving my character's alignment, maybe at one moment he was a Chaotic Good Rogue who hustled hustlers and then was hired or incorporated into a band of lawful individuals who, through multiple sessions, began to understand and appreciate the laws that his comrades followed and eventually adhering to their laws, but rarely bending back to his ways of out gambling hustlers and swindlers to give back to those in need.

Still, one of my favorite alignment charts.

Friday, October 13, 2017

1-Hour Sessions: Grave Robbers (Level 1 encounter)

Introduction

Hello and welcome to the first post in 1-Hour Sessions, here I will provide all of the core material needed to take a group of up to 5 adventurers through one adventure of Dungeons and Dragons, without having any experience.  I will provide the encounter map, the encounter & experience, and the treasure for every session.  This will allow you to either take this up as a quick sidequest, a hook, or even the beginning of your own campaign.

The Scenario

In Grave Robbers players will be introduced to the Caretaker to the local graveyard who has been complaining about graves being dug up and raising his superstition that the undead will strike against him and the town if digging doesn't stop.  He promises the party a large collection of potions, oils and other similar trinkets if the party can stop whoever or whatever is digging in the middle of the night.

Your first step should be getting to know who your players are, or at least their characters.  Go around the table and have all of them introduce themselves and have them keep it short.  If this isn't your first session, then ignore this step.

Here you will be given the brief script that the caretaker will use with the players:
Intro hook: "P-please, help me. I fear for my life if they aren't stopped."
Answering their question: "I am the caretaker of the graveyard, S-s-simon.  S-someone or something has been digging up the graves in the middle of the night...I-if they aren't stopped, we're all doomed.  The dead will demand vengeance for disturbing their sleep. I c-can re-reward you if you save our town."
The party should get the idea that that the caretaker is either a fragile person, superstitutious, simple, or even elderly with the stuttering and it plays on the idea that it would be good to not only help the caretaker, but also prevent skeletons and zombies to ravage the town.
Answering a question about reward: "I have a c-cache of potions, oils and and ointments you can have, just stop them before it is t-t-too late!"

Explaining the Map


The map comes with 8 rooms in total, two of which are blocked by locked doors.  Each number has a flavor description which may or may not be read at your choice and are just optional ways to describe the room.  At any point you feel comfortable, you can just ad-lib the descriptions.  Here are the scripted descriptions:
  1. "Easily entering the sepulcher, the dim torchlit hallway holds a somber tone of respect as it is met with the spine-tingling smell of earth.  Echoing off the walls are the sounds of boots and whispers.  The hall way extends 75 feet inward and to your left and right are open doorways with more doorways visible through the dancing shadows of torches."
  2. The room seems undisturbed as six large sarcophagi sit in the room.  You recall the warning that Simon, the caretake had told you before.
  3. The room looks like it was recently disturbed and the sounds of scratching can be heard within in the coffins.  It almost sounds like nails scratching against their oaken lids and faint gasps can be heard.
  4. Inside the room, you see two statues with braizers lit, but giving off a strange blue flame.  There are two sarcophagi below them and two chests nearby.
  5. Ten coffins sit in this room and are accompanied by a wheelbarrow and a chest.  It is obvious now that someone has been here before as the same sound from the coffins before can be heard in a louder chorus in this room.
  6. Entering this room you see two large statues that look like they belong to a noble person.  Two chests sit at their heads and their sarcophagi are decorated with personal belongings and weapons.  You get the feeling disturbing this room may lead to a grave mistake.
  7. Entering this room, the smell of heady wines, dust, grave dirt and sweat assault you.  There are several crates that look like were moved around earlier in the day.  You can assume that this is the caretaker's storage.
  8. A chest sits on top of a large altar that has runes and arcane symbols sketched around its base.  Whatever is in the chest most either be important or worth something, but is it worth it?
Notes:
  • All of the doors that require to be unlocked should be a Difficulty Check of 15 with Thieves' tools.
  • Opening a sarcophagus requires a Strength Check of 14.
  • The coffins in room 3 & 5 contain skeletons and if disturbed or opened become hostile.
  • The chests in room 4 contain 300 gold pieces in gems, but when disturbed raise 2 ghouls from the nearby graves.
  • The chest in room 5 contains jewelry, coin, gems and an ornate dagger totaling in worth of 450 gold pieces.  Taking any treasure of this chest would awaken ten skeletons, bursting from their coffins.
  • The chests in this room contain 500 gold pieces in jewelry and gems.  The personal items are worth a total of 200 gold pieces.  Taking any treasure from this room will raise two wights, which are deadly to these characters at the moment.
  • Entering the caretaker's room has no penalties outside of a moral quandry.  The party, searching the crates find three bottles of holy water and several small trinkets, but nothing of value.
  • The chest on the altar in room 8 contains a magical amulet, but opening the chest also releases a ghost, which is deadly at this level.
  • When the party enters room 8, have them roll a Perception check to notice stomping footsteps.  The check for this should be a 12.

Running the Encounter

The encounter with the grave robbers is a fight against 5 bandits.  This is a medium encounter, which means that the bandits should be of an equal level to the party, no one should die, but it may happen with bad rolls.  The fight in total is worth 250 experience points, and it is up to you whether or not you divide it between the players or give it as a lump sum.  I generally will divide experience, so each play in this case would get 50 experience points for surviving the encounter.

To make it easier on your party, have the bandits each attack a different target on their turns.  Some bandits may engage in melee combat, while others stay at ranged.  It is fine to mix it up.

Here is the stat block for the bandits:
Bandits are a staple in robbery for both GP and HP.

Conclusion

If the party did not disturb any grave site award them each 100 experience points.  At this point it leaves to question who the men were looking for, could they be working for someone else? What about all of the coffins filled with animated skeletons?  You can leave the party with all of the questions they want, but the best hook for your next adventure is leaving them wondering until next session.

If you are looking for pre-generated characters, you can find them here.

Tuesday, October 10, 2017

DM Crash Course 101 - World Building, Flow Chart Brainstorming, Drawing a Town

Introduction

So you made it to the big leagues, or your friends pressured you into running the game for them for the very first time.  First off, congratulations on one of the funnest parts of Dungeons and Dragons, secondly, get ready for some of your campaign to not be done or done at all.  That is not a bad thing, but it can get tedious to constantly modify your campaign or work on the fly if you are new.  In this entry I am going to go over the three phases that I use to create a campaign.

Time to get a few materials: Lined paper, some printer paper, a pen or pencil and maybe a hi-lighter or three.

Expect 5 more sections to be updated once a week, each addressing three new topics.

Deciding Where Your Campaign World is

A full map of Faerun, the official campaign map.
It can be found here for download:
http://www.pocketplane.net/volothamp/images/faerunlarge.jpg

If you are new to Dungeons and Dragons, you might be asking yourself, "Is there an established world?" Or "Is it alright to create my own world?"  The answer is yes and yes.  In the current iteration of Dungeons and Dragons (Fifth Edition), the world has several official campaign books that take place in the Forgotten Realms setting.  The most current campaign out is Tomb of Annihilation, and is very much worth playing or at least looking at for ideas in your own world.  

Forgotten Realms is also rich with maps, lore, ecosystems and adventures that have been created, ran to the ground and then ran again.

Creating your own world is easy if you take the idea of starting small and building large.  I'd almost always advise starting with building a town, but if you want to start a little larger, start with an island.  Islands allow you to use water as a natural border until you are ready to expand to a cross-continent adventure and should provide enough content for players up to 5-7-9-20 with enough imagination and the right party.

Flowchart Brainstorm

Once you get at least a rough idea of what your world is and whether or not you are going to use an official campaign or not, you can begin to start plotting out your campaign.  I am a firm believer of the episodic play, because it allows players to drop in and out between your campaign without having much fuss of not being able to play and having the potential to have new players each session if needed.

A flowchart is as what it sounds by design as an example (Google Drive FlowChart) I have create a very simple three episode campaign with the theme of undead, necromancers and a risen hero turned evil and a potential arc to a follow-up campaign.  The campaign is mostly built around undead, some cultists and a couple of boss villains.  I also noted down key treasure that would keep the campaign iconic that I would like to use or something similar to that.  The campaign would take three sessions to complete and making sure to have a hook or hint to a future campaign that might take place next time.

A flowchart design also allows you freedom to create twists and turns on the formula given.   As an example, here is the above flowchart modified for two more adventures and the reason why the town is under attack. Expanded FlowChart.

Drawing a Town

From www.elventower.com

I feel, and this is personal, that every town should have the village should have the following: Food sources (I use large plots that are fenced into to represent fields or livestock), houses and at least one tavern with a great name.  In my current campaign, I use the tavern name of: the Defeated Pillow and usually use double entendre with taverns and inns. It helps create the idea of the environment and also allows for characters of multiple backgrounds to rummage in for a food, drink or story. If you are not that creative with names, here is a website that can generate those names for you.

When my players are low level, I adore the idea of them growing from the village/hamlet and being thrust into the bustling big cities, but I digress.  Other key features that should be addressed in your little hamlet or town should be a lord, like a knight, a sheriff, a noble or an elected elder whom the party can build confidants with and a few shops that provide general goods and a basic smithy.  These standard shops for me are a blacksmith, a stable and potential curio store or general store if the area has been rich with adventures before.

Varus Journal, Entry #12: The Rise of Greystone Keep

Once we cleared out Greystone Keep and the haunted village, we spent a long night drinking and discussing what to do next. At the end of t...