Death Metal Gaming, Part 2

*This article was presented in two parts, with Part 1 describing the construction of the adventure and Part 2 providing a report of how the adventure played out.*

 

DEATH METAL GAMING

PART 2

Realizing the players were relatively new to the game, I spent some time during the introduction explaining to them their characters, the foundational rules of the game, how combat runs, which one is the 20-sided die, and lots and lots of other things.  …I should resist this urge.

The party (Thorkel, dwarf shock-priest of Abbathor; Skaag, warforged inhabited by the ghost of a dead commander; and Blackleaf, elf hunter and sniper) deserts their military unit and flees east across the land, looking for a place to rest and get out of the steady, soaking, drumming rain that shows no signs of letting up.

When they finally spy the little village ahead, it’s the middle of the night, and there in the road, a figure shuffles towards them through the downpour, calling something they can’t quite make out.

The party moves forward cautiously, and Blackleaf hears the person clearer than the other two, realizing it’s not a voice but a deep, gutteral groan.  Blackleaf nocks an arrow in his greatbow and advances, sliding to his right, peering through the sheeting rain… and knows something is very wrong.  Most of the figure’s lower jaw is missing, having been raggedly torn away, and its tongue waggles free as it vocalizes its horrible call.  It’s a living corpse, the walking dead.

Blackleaf fires a pair of arrows, drilling the zombie through the throat, dropping it instantly.  “Nice shot,” Skaag says, and that’s when the mass of undead claw their way from the sodden earth all around them.  “Crap,” Skaag says.

Using their own bows, the undead graze Thorkel with a pair of arrows and hit Skaag in an ankle joint, but the party easily handles the abominations – Blackleaf picking them off with his deadly aim, Thorkel pulping them with his craghammer and throwing hammers, and Skaag hacking them with his halberd.

The party continues on to the modest village, which is very dark and eerily quiet, except for the constant, maddening rain.  They move through the village, the roadway turning into a stew of black mud, and they glance about at the small buildings, looking for signs of habitation.

Introducing a setting element like rain is an excellent idea, unless you constantly forget about it, which I always do.  If you are going to do this, either staple a note to your eyeballs that says RAIN RAIN RAIN RAIN RAIN, or, less painfully, find and play a repeating audio clip reminder during the scene or adventure.  Loud, noisy town?  Play a clip of lots of people chattering, shouting, laughing.  Monastery setting?  Play a clip of bells and chanting.  Constant rain?  Play a clip of a downpour.

One house catches their attention, light flickering through its wooden slats, maybe from a guttering candle, and they head towards it.  As they arrive, about to peek into a window, the silence is shattered by a hound’s ragged baying, and undead surge from the buildings.

At first, the battle goes the party’s way, Skaag slashing with his halberd, Thorkel swinging his hammer and calling upon the dark power of Abbathor, Blackleaf flashing out his paired scimitars, and they put down a tougher zombie with a paralyzing claw and a corpse-dog with a nasty, dripping bite.  Unfortunately, the undead just keep coming, zombies crawling from every dark corner, including two that blaze with hellish flame and fling explosive fireballs.

Just as the battle becomes desperate, two men appear from a distant building, attacking the zombies from behind with sling bullets, and a woman clutching a silver symbol blasts apart one of the fiery zombies in a burst of holy light.  The remaining zombies fall on her, tearing her to pieces, but the party and the men close quickly, destroying the undead.

I combined the second and third encounter into one, and even amped up the third encounter, since the characters turned out to be extremely effective and dangerous.  When constructing encounters, I recommend using the Experience Point Buy method, but always BUY HIGH and scale down if necessary.  Also, I’m going to jump on board with Dave Noonan and say there ain’t no way minions should be worth 1/4 of the experience points of a standard monster.  At most, minions should count towards 1/10, and I’m not just saying that because the math is easier.

The two men run up to the party, barking, “Come with us, NOW!” They lead the party across the village square and into an abandoned building.  The larger man gives a little whistle, and a trapdoor pops open from the floor and a woman peers out, saying, “Who are they?”

The men say, “Come on, come on, get in, get in,” and they hurry through the opening, slamming the trapdoor behind them.  The party finds space in the cramped basement, and then talk with the survivors as the village overhead fills with inhuman howls and hungry screams.

The two men introduce themselves as Seth and Ferris, and tell about the skyfire that fell around mealtime.  Seth says it was a streak of light that crashed to the north of the village, and Ferris tells about the mayor calling the people together in the meeting hall, naming the skyfire as the Tear of Orcus, and saying that it foretold dark days.

The mayor took several volunteers to investigate the northern field.  Nobody knows what the mayor’s group found, but it was something terrible, something dark, and it spread through the village like a disease.  Since then, these survivors have been running and hiding, killing the undead where they could.  Ferris says, “We wanted to go out to that northern field, but… not with all those creatures running around.”

One of the women objects to sharing the story with strangers, but Seth shakes her off, saying, “Look at them.  You’ve got an elf, a dwarf, and something that must have been a human once.  They’re straight out of the stories of Corranae.  They have something to do with this, and I think it’s something good.”

Thorkel and Blackleaf recognize the name Corranae, explaining that over two centuries ago, this was where an army of humans, elves, and dwarves waged war against a demonic host.  Thousands were lost, but the host was destroyed.  They realize that their undead enemy today doesn’t only include the transformed victims from the village, but also the countless fallen from the battle of Corranae.

When dealing with some kind of mystery or information-gathering game, you must dole out the information generously and repeatedly.  Not because the players are moronic toddlers, but because… hmmm… No, seriously, they’re not moronic toddlers.  It’s just that being in a life-or-death situation is very different from sitting at a table talking about being in the situation.  Players forget.  Players get distracted.  Players will listen to all your exposition and then say, “What was that?  Could you repeat that?  What were we supposed to do now?”

They settle in for the night, Skaag taking motionless watch, the others finding fitful sleep full of nightmares.  They rouse after six hours, and one of the women prods open the trapdoor and reports that morning never came.  It’s still as dark as midnight, and the rain continues to fall.

As the party discusses their options, Seth offers his father’s enchanted greatbow and hide armor, which Blackleaf gladly accepts, and also distributes three healing elixirs.  They decide to go north to investigate where the Tear of Orcus fell, asking Seth to lead them.

This was a stupid move on my part.  When determining the treasure, I figured Blackleaf the archer would take the bow and someone else would take the hide armor.  Only no one else could effectively use the hide armor, so Blackleaf got both magic items.  Duh.

After confirming the village has quieted, Seth takes the party to the edge of the northern field, where they can detect a faint blue glow coming from the distant edge, almost like a sunrise glaze.  Across the ravaged fields, blackened as though by fire, they see the source of the glow, a large partly-buried sphere, and jutting from the mud are clusters of skeletal limbs, as though an army of dead had attempted to pull free from the earth but couldn’t.

I decided to skip the undead battle here since it felt like it would just be more of the same.  The party had already fought zombies and skeletons and knew what that was like.  By setting the scene but skipping the battle, I got my atmosphere (after all, they didn’t know something wasn’t about to happen), and I could just let them do their investigation.

“Go check it out,” Thorkel tells Seth, who makes a terrified squeaky noise, and Skaag says, “Don’t listen to him.  Blackleaf, do you see anything?” Blackleaf notes the tracks of a large party that moved through this field, a directed march straight to the glowing sphere, though the tracks that came back from the sphere seem disorganized, shuffling, and unfocused.  A unit marched to the sphere, but something not unified came back.  Thorkel examines the skeletal limbs jutting from the ground, determining that they were recently animated and, based on the broken and gashed bones, had first died many years ago from combat wounds.

Whenever you introduce any interactive NPC, there’s always the risk the players will want to employ him as cannon fodder.  This is understandable, if a little anti-heroic.  You’ll have to remember that not everyone plays the game to realize his inner hero, and take appropriate steps.  If it comes right down to it, you can tell the players, “Hey, you guys are the heroes here, not them.  You should go check it out.” In this case, it was another player who let my NPC off the hook.

Skaag thanks Seth for his help and sends him home, and then the party moves cautiously toward the sphere.  They immediately note that the sphere is the source of the explosive devastation, that it must have struck the ground in a powerful blast.  Also, the sphere looks perfectly smooth, like a pearl, and doesn’t appear to be any manufactured material, like glass or steel.  Its glow is soft, almost lulling, consuming, and it gives off the faintest breath of cold, though Thorkel is pretty sure the chill isn’t caused by a change of temperature, but rather a kind of absence.

Stepping forward, Skaag extends his halberd to lightly touch the sphere, which makes a soft, wavering chime.  He tries to move, lift, or break the sphere, but can’t, even with Thorkel’s assistance.  When called over, Blackleaf immediately spies a shallow tear-shaped cavity in the sphere’s surface.  Though unable to find the missing piece around the sphere, Blackleaf does notice signs that a large party stood nearby, and one of their number knelt beside the sphere, right where the cavity is located.

This may have worked well as a skill challenge, but I let it play out as pure investigation with Perception, Insight, and Religion skill checks here and there.  They players were entirely engaged, examining the setting carefully and talking to each other about their options.  They only turned to me when they had a question about one of their conclusions.

Blackleaf points out that while the movements of the large party became very random and disorderly at some point, the tracks of the person who knelt marched straight out of the field back to the village.  Thorkel and Skaag exchange glances, saying simultaneously, “The mayor… he must have taken the missing piece back to the meeting hall.”

I did not lead the players to this conclusion.  It was one they came to on their own as they evaluated the evidence.  It was one of those rare moments where you get to see the light come on in their eyes and they figure out exactly what’s happening.

Despite the rain and darkness, Blackleaf easily follows the tracks to the meeting hall, Skaag and Thorkel close behind.  The tracks march through the huge front doors, which are hanging open and unguarded.

The party circles around to the back of the hall, where Skaag hefts Blackleaf up on his shoulders to look over the 10′ tall palisade.  Blackleaf sees a large open area with smaller buildings, and there are several zombies shambling about through the rain.  A wooden parapet runs along the inside of the wall, connecting the four corners of the hall.

Blackleaf grabs hold of the wall and slips up and over onto the parapet, slides his enchanted greatbow into his hand and begins picking off the zombies.  The darkness is shattered by a horrific scream, and the battle is joined.

This turned out to be an extremely multi-dimensional battle, with lots of movement, strategy, and heroic moments.  I felt like it translated easily into story, and there’s absolutely no cheating here in the conversion.  What you read is what happened.

Skaag helps Thorkel over the wall onto the parapet, and then climbs up after him, as zombies swarm from the buildings towards the ladders that lead up to the parapets.  One hideous undead creature, a wight, bursts from one of the buildings, scrambles up onto the roof, leaps across to the parapet, and races towards the party.

Skaag calls, “Blackleaf!” and Thorkel shouts, “Kill that one!”

Blackleaf fires arrows at the wight from his position on the parapet, setting it on fire with his enchanted bow, while Thorkel runs toward it, taking a moment to smash one of the ladders before the zombies can climb up it.  Skaag leaps to the ground, attacking the zombies with his halberd.

The wight blasts Thorkel with sizzling black bolts, locking him into place, while zombies close from all directions, climbing up onto the parapet around Blackleaf and Thorkel.

Zombies claw into Thorkel, even as the wight unleashes a soul-searing howl, draining life force and summoning a pair of black mists with bright yellow eyes, foul residents from the Shadowfell.  Thorkel’s craghammer slips from nerveless fingers and the dwarf staggers and falls.

On the one hand, you want the drama to be through the roof, but on the other, when a character falls, there’s very little for that player to do.  It’s a tough balancing act, which I rarely get right.

Blackleaf nocks an arrow, sighting down the shaft with perfect aim.  Time grinds to a halt.  He breathes in, breathes out, and then let fly, and the arrow streaks across the meeting hall and buries itself into the wight’s left eye, blowing out the back of the creature’s skull.  The wight tumbles over backwards, dying for the last time.

An absolutely brilliant use of a daily, which just so happened to destroy the big bad.  I love moments like these.

Enemies move to finish the fallen Thorkel.  Blackleaf puts a couple arrows into a zombie but doesn’t kill it.  Skaag runs over, lunging with his halberd at one of the black mists, which blows apart with a whispery shriek.  The zombie with Blackleaf’s arrows jutting from it falls on Thorkel, clawing and biting.  Blood pours from the dwarf’s wounds, washed away by the falling rain.

The zombies and remaining black mist close in on Blackleaf, and he retreats, firing arrows at the zombie feeding on Thorkel but missing.  “Come on!” Skaag shouts.  He dashes around a zombie, which turns and rakes a claw across his metal back, flooding him with necrotic energy that freezes him in place.

Skaag growls, “No,” and shakes off the icy hold, lunging at the zombie about to finish Thorkel… but misses.  “Hey ugly,” Skaag says.  “Come and get me.” The zombie looks up from the dwarf, its jaws dripping with his blood, and scrambles off the parapet at Skaag.

This was my interpretation of the fighter’s marking ability, as he drew an enemy away from a fallen ally who was just about to die.  Thorkel was very close to negative bloodied, so it was nice not having to actually kill one of the PCs.

Surrounded by enemies, Blackleaf drops his greatbow and flashes his scimitars in a deadly arc, while Skaag hurls himself up onto the parapet and gives Thorkel his healing elixir.  Thorkel’s eyes pop open as his wounds close, and he stands, saying a healing prayer over Skaag, and then calls upon all the dark power of Abbathor to blast away the nearby zombies.

After finishing off the nearby zombies, Skaag and Thorkel move to help Blackleaf, who has already snatched up his greatbow and leapt from the parapet to the roof of one of the small buildings.  Together, with hammer, halberd, and arrow, they party finish off the undead.

I had an opportunity to be a colossal jerk of a DM, since Blackleaf’s player didn’t explicitly state, “I’ll get my greatbow,” before jumping to the building.  Instead, I ruled, “You wouldn’t go without it,” and simply let it happen.  Players REALLY appreciate it when you give them the benefit of the doubt, and I say this as both a player and Dungeon Master.

With a quick search of the meeting hall, the party finds coins, gems, and jewelry, as well as discovering the wight has transformed back into a human, and is wearing a teardrop-shaped pendant on a chain around his neck.  Hearing the undead begin to stir throughout the village again, the party rush back to the northern field and slip the teardrop pendant into its matching cavity in the glowing sphere.

The sphere hums softly, spins open, and breaks apart into a thick, foul-smelling steam.  As the steam spreads, the rain eases up, the darkness fades, and the sun finds it way through the heavy black clouds overhead.  A peace settles on the village even as sunrise finally comes, and the mindless hungry howls are quickly replaced by shocked cries, despairing wails, and desperate prayers.  The village is restored, but not without loss.

Considering all the characters had gone through up to this point, it seemed like dirty pool to spring the pair of iron cobras on them (plus it was something like 2:00 in the morning).  I elected to skip the encounter, giving the players a feeling of success, but also making the victory a little bittersweet.  The players succeeded, they did what had to be done, but there was a cost to it.  It just felt right.

Cool Text: Logo and Graphics Generator

3D Battlemap Video Tutorial: The Warehouse Loft

Please enjoy this video tutorial. It’s my first, as well as a recreation of my first 3D Battlemap.  The original was used in a 4E D&D game as a warehouse/living space for a dwarf merchant.  The PCs had to meet with the merchant on the loft when the place was stormed.  The players loved the encounter, and I’ll never forget it.

ITEMS USED:

This 3D Battlemap uses the wood floor from the Dragonshire Expansion Set 1, though this is completely optional.

The Cleric Goes Demon!

Wouldn’t it be cool to have your funniest gaming story told as a web comic?

The Cleric Goes Demon!

There are plenty of webcomics out there, but few display YOUR story.  Actually, I only know of one, and that’s XP – the Webcomic you share with Kyle Ferrin.  All you have to do is go to his site, leave a comment, and if he can envision it into a three-panel strip, you’ll have your own comic!  Who wouldn’t want that?  Plus, its free.  I’ll be thinking up some of my own post-haste.

The Cleric Goes Demon was submitted to XP by Dixon Trimline.  To read the full story behind it, go here.

The Gamecraft 25: Memorable NPCs

Once again welcome back to the Gamecraft 25, the ongoing lists of inspiration and ideas for your roleplaying games.  NPCs are one of the most important features of any roleplaying game.  They are a key element in bringing the setting to life, and help the players immerse themselves in the world.  I like to use NPCs for a myriad of purposes as gamemaster, but I also strongly encourage my players to create NPCs.  In my mind, nothing adds to a character’s development and believability like knowing something about his friends, family, associates, rivals, and lovers.  All of these people not only serve to help define a character, but also are great tools to be exploited by the gamemaster.  Using NPCs that have a solid connection to the characters always makes for a better game.

In this installment of the Gamecraft 25, we’re going to look at memorable NPCs.  These NPCs can fill any number of roles in your game, and can serve as allies, patrons, contacts, friends, or even rivals.  They can be sources of information, people that need assistance, or even the old flame that tends to complicate a hero’s life.  Although I didn’t intend for this list to include villains (they’ll be featured in the next list) any of the NPCs here could turn out to be a great antagonist.  That being said, here’s this week’s Gamecraft 25, Memorable NPCs:

  1. “Crazy” street preacher whose apocalyptic ramblings sometimes hold vital insights into the heroes’ current situation.
  2. Rival group of adventurers who are more popular with the locals than the heroes.
  3. Monster or creature that normally serves as an antagonist – perhaps a stone giant contact, or a medusa patron, maybe even a simple hobgoblin bartender.
  4. Masked vigilante in a large city.
  5. Small-time criminal, maybe a con-man or a fence, which frequently provides the heroes with good information and rumors.
  6. Local celebrity.  This could be a actor, artist, musician, nobleman, or just some playboy dilettante.
  7. Religious sect of nuns that keep to themselves in an isolated abbey.
  8. Infernal creature looking to “go straight.”  Maybe a devil that has escaped hell.
  9. Group of street urchins who always seem to be in the know.
  10. Hooker with a heart of gold.
  11. Incompetent “villain” who views the heroes as his arch-rivals, but is little more than a bumbling nuisance (think Wily Coyote or the Monarch from Venture Brothers).
  12. Gypsy fortune teller that always appears when the heroes need her, but not when they are looking for her.
  13. Exiled noble from an exotic, foreign land.
  14. Supernatural creature bound to an object or place.  Could be a demon, devil, elemental, or an imprisoned spirit.
  15. The “chosen one” or a messiah figure for an important religious sect.
  16. Charismatic agent of the government.  The heroes may or may not know of the agent’s allegiance to “crown and country.”
  17. A forgotten, once-great hero, retired and now enjoying his golden years.
  18. A “persistent” individual.  Someone the heroes are aware of, but don’t ever have the opportunity to interact with.  The individual can be seen watching the heroes from a tower in the city or from a nearby hilltop when they emerge from a dungeon.
  19. Lonely ghost in some long-forgotten area.
  20. An intelligent object with goals and desires.
  21. The ex-spouse of one of the heroes that has gone on to marry a local noble.
  22. An “imaginary” friend to one of the heroes.  No one else can see or hear the friend, but their insights often prove “interesting.”  Is the friend something supernatural, or is it all in the hero’s head?
  23. Intelligent animal, like a stray cat.  Could it have been someone’s familiar?
  24. Arrogant captain of the town guard that is jealous of the heroes’ status, wealth, and fame.
  25. A mysterious “stranger.”  The heroes have no idea who this person is, but periodically receive letters from someone with important information, maps, clues, or other valuable insight.

That does it for this 25.  See you all next time!

Death Metal Gaming, Part 1

*This article will be presented in two parts, with Part 1 describing the construction of the adventure and Part 2 providing a report of how the adventure played out.*

DEATH METAL GAMING

PART 1

When three members of a death metal band come looking for a 4E Dungeons & Dragons game, you’d better be ready to deliver.  Sure, one of them was my son, but that didn’t leave me feeling any less intimidated, since they were each several feet taller than me and could have easily moshed me into a chunky paste of flesh, blood, and dice.  Their band, Orgy of the Damned, plays songs like Feces Fiend, Awakening That Which is Dead, and Reanimator, so I decided to build an adventure that was gritty, deadly, and hardcore, one that creaked and moaned and dripped with the darkest parts of the mortal spirit.  Thus, I had to reluctantly discard my Mr. Hoppy’s Hopland game.

Given the players’ experience, I elected to create the characters myself and avoid wading through dozens of races, classes, powers, and feats and fielding questions like, “Okay, tell me about this Scions of Zarak Initiate again.”  I decided the party would be soldiers who had deserted their military unit and were fleeing across the land, looking for a place to rest:  a dwarf shock-priest of Abbathor, an elf ranger and sniper, and a warforged fighter inhabited by the ghost of a dead human commander.  The dwarf and elf were easy picks, total fantasy standards, and the warforged would stand in as my human, since I find the concept just so ineffably cool.

For the game, I wanted to keep the complexity low but the action high to engage their attention, and also I wanted a situation that they would immediately comprehend.  I found myself thinking about a village and about zombies.  The village would be a classic medieval one:  muddy roads, a cluster of tumble-down buildings, simple folk, little defense.  And the zombies?  They would come in the form of an apocalypse – mindless, bloody, and infectious.  Additionally, I figured I’d set it at night and during a downpour, since many games take place under sunny blue skies.

My first question:  Why would there be so many zombies?  Generally speaking, a zombie apocalypse requires more than a couple dozen bodies.  The village would need a graveyard, but not just a typical, modest one.  No, it would have to be enormous to account for all the shambling dead.  So why was this particular graveyard so enormous?  Because… there was a battle.  Yeah, a battle, long ago, hundreds of years, there was a huge battle at this very spot, with thousands of lives lost, marking the place as a historic site.  And because the party had a dwarf, an elf, and a kinda-sorta human, this long-ago battle would have been between an army of dwarves, elves, and humans against a faceless demonic horde.

And the second question:  What caused the zombie apocalypse?  Naturally, I thought of a shooting star event, as in “Night of the Comet.”  I imagined this blue skyfire slamming into the historic graveyard north of the village, causing the villagers, led by their mayor, to come investigate.  They would find something, this artifact – the Tear of Orcus!  I saw it as a perfectly smooth, glowing blue sphere, three feet in diameter.  The villagers screw around with it, just like they always do, and there’s this huge blast of necrotic energy that transforms the people around it and raises the long dead underneath it.  This is what the characters walk into, staggering through a heavy, soaking rain to a dark and seemingly deserted village.

At this point, I had a story but not an adventure.  Because I can only see a thing when I see it, I went online and hunted up (AKA stole) a village map which met my requirements, and then figured out six encounter set pieces based on several GameMastery Flip-Mats  I had:

  1. Approaching. Through the sheeting rain, the characters see a figure in the road, and they realize most of its head is missing.  Other minions claw up from the mud around them and attack.
  2. Entering Village. After entering the village, minions and a few brutes attack the party.
  3. Exploring Village. A little while after that, minions, brutes, and an artillery zombie attack the party.  The difficulty increases with this battle.
  4. Survivors. Introduce a handful of uninfected villagers, hiding from the undead and fighting where they can.  This scene can be used for exposition and an extended rest, and also provide a couple magic items for the heroes.  Instead of wasting time and space writing up the NPCs, I named them and, for characterization, noted a person I knew from my life, from sports, or from celebrity.  For example, I named one Aldua, and wrote “Mary Ann from Gilligan’s Island.”
  5. Tear of Orcus. North of the village, the glowing Tear of Orcus rests in the middle of a ruined landscape, surrounded by undead minions.  Upon examination, the party will find evidence of all the traffic here and also a teardrop shaped cavity in the sphere.  When the mayor led the villagers here, he took a teardrop shaped piece of the sphere back to the meeting hall.
  6. Village Meeting Hall. The town mayor, transformed into an undead controller, resides with several zombie guards inside the fortified meeting hall.  The characters must get into the meeting hall, defeat the mayor, and return the teardrop piece to the sphere to lift the curse.  Of course, when they put the piece in, the sphere dilates open into a pair of iron cobras that must be destroyed.

I wanted to keep the adventure freeform and sandboxy, allowing the players to move around and investigate as they wanted.  It’s a fairly scary thing for me, since I tend to be an “on the rails” DM, but I thought I’d give this a try.  I didn’t know if they’d just wander around obliterating zombies, try to solve the problem and lift the curse, or even say, “This village sucks,” and turn around and leave.  As it happened, they dipped into all three options.

Read Part 2…

Cool Text: Logo and Graphics Generator

DunDraCon 35 – How to Enjoy My First Convention?

Let me tell you about my first convention:  I was in middle school at the time, and I walked through some sci-fi thingy where they had a bunch of stuff that I can’t remember.  Cool, huh?

I remember not really being all that impressed.  Actually, I was downright disappointed.  You see, I like comics, and had a good collection of X-men stuff, Spiderman stuff, Conan stuff, and my favorite – Groo.   So for me to be at a comic book convention was pretty cool.

Unfortunately, as soon as I walked in, I saw comics that were selling for $10, $20, and $30+ bucks, and I said, “what the freak?!  Who would pay that for a comic?” Mind you, I was used to walking into the 7-11 and picking up my Groo for a buck or two.  When I saw that comics actually had covers with cardboard backing – all for the book’s protection, I wrote off comics right there.  Ergo and ipso facto, I wrote off all conventions by association.  Not once since then have I wanted to go to any convention.  I was burned.

So, for the past two years I’ve been gaming off and on with John Lewis and Colin Dowling, and they’ve been telling me all these cool stories about their past gaming conventions.  The getaways, the games, the gaming stuff, the fun gamers, the hot larpers… uh, and so on.  They say it’s just a great atmosphere.  So, my interest has been growing…

DunDraCon is coming up in a few months (four?), and I’ve decided to attend.  Of course, this assumes that the jail can do without me – we’ll see, but that’s the plan, anyway.  Aside from what I’ve been told, I really still have no idea what to expect.  After hearing all these stories, I feel that I may be setting myself up for disappointment.  So, I’m asking for a little help…

Assuming that I go to DunDraCon, how can I make it a great experience?  I’m looking for any and all tips and advice that will help me enjoy the event, and make me look forward to future gaming conventions.  Best comment with advice wins a free set of Mini Counters! – Cause that’s how I role.

Oh, you’ll also win if you send me the very first issue of Groo, in great condition, sealed in a hardcover, bullet-proof case, signed by the warrior himself.

[Random thought that has nothing to do with this article: I just had a birthday two days ago.  I don’t know if it’s good or bad that just before my birthday I realized I was one year younger than I thought I was.  I was sitting there arguing with my wife over it, culminating with me counting years on my fingers.  So, one year younger – I don’t know if that’s a win or a loss.]

The Gamecraft 25: On the Road

Last week, one of Stuffer Shack’s premier writers, Dixon Trimline, asked for a list of encounters that take place On the Road.  I was instantly inspired – recalling several of my most memorable gaming sessions that featured interesting events taking place while the heroes were en route between locations.  So, without further ado, here’s this week’s Gamecraft 25.

  1. The heroes pass through a (seemingly) abandoned village of no more than a dozen or so buildings.  There is no sign of destruction or carnage, other than that of a smashed crypt door in a nearby cemetery.
  2. A horse with a slumped-over rider races toward the heroes.   The rider is mortally wounded and dies in the heroes’ presence, uttering the cryptic words, “…the, bridge…”  Were his final words a warning, clue, or something else entirely?
  3. Just off the side of the road, folded neatly on a large, flat rock, is a set of fancy clothes.
  4. Up ahead and out of sight, the heroes hear a titanic explosion.  Around the bend they find a heavily scorched patch of road and small fires burning nearby.  In the middle of the apparent blast zone is a small, undamaged item.
  5. At a crossroads, there is a strange, young woman who dances atop a large circular stone.  Rumors say that she never leaves the stone’s surface, but that an offering which pleases her will grant the gift-giver the answer to one question.
  6. The heroes come across a bridge that is missing the road-deck, and must cross the expanse using only the remaining bridge framework.
  7. The heroes are approached by a group of well-armed children traveling along a seldom used road, one known as an extremely dangerous trek.  They seem unconcerned about the danger – almost nonchalant.
  8. The heroes’ mounts suddenly start choking, and die.  Foamy blood oozes from the animals’ orifices as the group is left without transportation.
  9. The group encounters a spectral caravan of religious pilgrims.  The apparitions seem unaware of the living, but if followed, observers will watch a horrific scene play out as the ghostly caravan seems to be attacked and destroyed by unknown assailants before vanishing altogether.
  10. The heroes happen across a statue dedicated to a god they know as evil.  However, the shrine and statue depict what appears to be a benevolent deity.  Stranger still, it appears as though offerings have been left recently.
  11. An associate of the heroes is found hung from a tree near the road – a warning to the party has been pinned to the person’s chest with a dagger.
  12. The corpse of a mundane animal (one that isn’t native to the region) is found along the road (perhaps a walrus along a desert trail or a boa constrictor high in a mountain pass).
  13. The heroes are forbidden the use of a bridge by a religious sect that claims the avatar of their god will soon appear upon the bridge.
  14. A pair of oxen pulls an ornate cart without any signs of driver or passengers.  The oxen are adorned with strange brands that look more like arcane sigils and runes than typical brandings.
  15. A low wall made from stacked stones crosses the road and extends as far as anyone can see in either direction.  The trail passes through an unlocked, but closed, iron gate.
  16. Near sunset, the heroes happen upon an encampment of other travelers stopping for the night.  There is a festive atmosphere in the camp.  The heroes share wine, women, and song with the strangers.  When they awake, the travelers are gone, as if they had never been there (no trash, pits, burned out campfires, etc.).
  17. As the heroes near a village, they see what appears to be most of the town’s residents in the local cemetery on a nearby hill.  They’re probably just attending a funeral, right?
  18. The heroes pass a roadside attraction, perhaps it’s the World’s Smallest Dragon (a captured kobold) or maybe a preserved medusa head (human head with sewn-on snakes).
  19. An elderly couple tends their garden near the side of the road.  Without warning, they are set upon by an exceptionally powerful foe (perhaps a demon).  Before the heroes can react, the couple quickly dispatches the enemy and returns to their work.
  20. As the heroes cross the border between peaceful kingdoms, they pass a watchtower under construction.  Upon closer examination, they realize the workers are all skeletons and zombies going about their tasks without any sort of control or supervision.
  21. The heroes happen upon an ornate bridge of incredible craftsmanship.  The bridge spans a grassy meadow that appears as though it would be easy enough to cross on foot.
  22. The road winds along the banks of a lake.  Up ahead, the heroes spot what appears to be various crates and other pieces of cargo washed up upon the shore.
  23. The heroes encounter a group of gypsy-like travelers along the road who run a mobile brothel from their wagons and cater to a very “diverse” crowd.
  24. Recent storms have made a mess of the road.  Fallen trees, mudslides, and washed out bridges impede the heroes’ progress.
  25. A small unit of soldiers is traveling along the same road as the heroes.  Several of them are wounded and they have some sort of creature imprisoned in a cage.  They refuse to discuss anything with “civilians.”

That’s it for this week’s 25, I hope you guys find it useful.

Until next time…

Reflavoring the Races for Classic Fantasy – Elves

When dealing with races in the Classic Fantasy setting, we look at taking certain D&D 4e races and reflavoring them into elves.  After this, we’ll be converting dwarves, and then halflings.  When that part of the series is finished, we’ll look into making certain monsters more monstrous, and then give some ideas on the setting itself.

For each of the following racial or subracial choices, all of the actual mechanical stats, powers, and traits are unchanged. It’s the flavor and descriptions that have been altered to describe an elf. Some of the traits or powers might need to be interpreted… creatively, but for the most part, mechanics are not affected. Again, take any of the following descriptions as a subrace, or rewrite one of your own design.

ELF

  • COMMON ELF (Elf) – The common elf uses the entry for Elf. He or she can be found in any elven settlement or region, living among any of the elven sub-races.
  • GREY ELF (Deva) – Grey elves are extremely long-lived. Most other elves regularly reach ages over 200 years, but grey elves are so long-lived they refer to their ages in decades. So, a grey elf who looks to be about thirty years old will say that he is thirty, but in reality he is really thirty decades old. Most elves can tell when they are speaking with a grey elf, non-elves cannot. It is rare for grey elves to venture away from their homeland, usually only doing so if they are greatly motivated.
  • DARK ELF (Drow) – As a whole, dark elves are shunned by the rest of elven society, purportedly because the dark elves have turned their backs on their brethren, seeking to become a wholly new race. According to the dark elves, evil gods and practicing the dark arts are entirely acceptable.
  • WARRIORS OF EVANTRELL (Gnoll) – After the beasts of the Darkwood attacked the South Corridor of the Great Elven Range, a contingent of warriors was formed to combat future attacks of those beasts. As these elven warriors continued to train, they eventually gained enough confidence to seek out the beasts and eradicate them first. Today, the pack of warriors continues to exist by way of tradition as opposed to need. Other elven communities don’t often talk about these embarrassing warriors (they’re aggressive to a fault), but don’t dismiss them because they know of their usefulness. According to most elves, these warriors are rude, crude, and rash, though to most humans they appear more tolerable than most elves. Swap out the languages to Elven and Common.
  • HUMAN-RAISED OR HALF-ELF (Half-Elf) – Play either a half-elf that somehow had differing parents, or an elf that was raised in a human community.
  • HIGH ELF (Eladrin) – High elves see themselves as being the most “good” of all the elves, and tend to live in stone cities carved out of mountains (not in the mountains). They prefer the more arcane and scholarly pursuits over the physical and artistic, though they see the importance in all schools. High elves tend to shun contact with human settlements, since humans have so much growing to do.
  • ELVES OF SET (Shadar-kai) – Not being content with the progress that the dark elves have made, these fanatics have branched away from their dark elf brothers, seeking to destroy elven society at its source (the high elves).  elves of Set seek to undermine high elves at every opportunity.
  • ASHEN ELF (Tiefling) – A select few elves from various walks of life are endowed with the ashen mark – a symbol denoting their connection to fire. This is a relatively new occurrence in elven society, so no one really knows what it means. As such, ashen elves are (many times) feared by others, or at least viewed with suspicion.

Favorite Site of the Month – Oct/2010

When it comes to the online gaming ‘verse, I’m practically a baby.  It seems like everyday I find a new gamer blog that peaks my interest.  Even if some of these blogs have been around for years, and have tons of readers, they’re still new to me.  Grognardia is one of these blogs.  I came across it a few months ago, immediately fell in love with its rich content, and then lost it in a sea of gamer blogs.  I recently found it again and couldn’t be happier.  Chances are that you already know all about it, but if not, you should start reading.  James writes well, and keeps you engaged and looking for more.  There’s not a lot of bells and whistles – just a good, clean layout with tons of easy-to-read, useful gaming articles.

Grognardia, Stuffer Shack’s site of the month for October 2010.

The Gamecraft 25: Backdrop Events

Last week’s Gamecraft 25 focused on interesting and distinctive locations for your adventures, this week we’re going to take a look at events as backdrops.  I created this list with the intention of using these as “window-dressing” for the scenario at hand; events that may help, hinder, or just add color and complication to the adventure.  As I looked at the list it became obvious that any of these could be the focus of the adventure itself.  Regardless of how you choose to use them, here is this week’s list; 25 Exciting Backdrop Events.

  1. An ongoing carnival, fair, circus, or festival.
  2. Market day, auction, or merchant trade summit.  This could be anything from local farmers bringing their crops to town to a craftsmen trade fair.  Maybe it’s some sort of competition, such as a contest between the greatest blacksmiths in the land.  Might even be something messy like a cattle drive or some more exotic herd.
  3. Before, during, or after an invasion.  Who or what the invaders are will play a major role in this event.  Is the invasion a land grab or maybe just a resource raid?  Do the locales successfully defend their home, or is a conquering force occupying the region?
  4. During the signing of a major peace treaty.  Tension is in the air as representatives from all interested parties attend the signing.  Perhaps the signing is occurring in neutral territory such as a foreign city uninvolved in the original conflict.
  5. There is a serial killer on the loose.  Maybe the latest victim was important to the heroes or someone they needed to talk to.
  6. A major ongoing crime spree.  Paranoia is running high and the victims are looking for answers, maybe even vigilante justice.
  7. A huge regional celebration.  The area could be swarming with visitors and foreigners, not to mention thieves and crooks looking to take advantage of the crowds.  Getting anything done could be difficult with the mobs of drunken party-goers.
  8. During an important astrological event.
  9. A huge group of pilgrims or refugees in a small area.
  10. Just after the end of a major war.  Was the region on the winning or losing side?  Are the heroes allied to either side of the conflict?  Were they involved?
  11. During the coronation of a new leader.
  12. A major natural disaster.  If the disaster occurred nearby the town may be flooded with refugees.  If it happened in the city what kind of destruction has been wrought?  Perhaps there are collapsed buildings from an earthquake.  Maybe there are still a couple of feet of water in the neighborhoods near the river.  An important temple may have been lost in a city-wide fire.
  13. During a massive summit between major factions.
  14. A very specialized harvest of something that can only be gathered periodically.  Perhaps it’s a rare flower that only blooms during an eclipse, or an unusual species of fish that spawns once a decade.
  15. A major sporting event or race.
  16. A period of public mourning for an important figure.  The beloved monarch’s 85 year reign has finally ended; mourners have come from across the kingdom to pay their respects.  Meanwhile noble families jockey for position.
  17. An arcane disaster at a magical university.  The problem could range from simply adding a little color to the setting, such as random crazy illusions throughout the city, to truly threatening, a rip between the material world and the abyss.
  18. An extreme act of terrorism.  A secretive fringe group has destroyed a major location killing hundreds.  Now they demand something or else they’ll kill more innocents.  On the other hand maybe no one has claimed responsibility and now the king has “locked-down” the city during the investigation.  Could make life tough on the heroes.
  19. The marriage of a major public figure.
  20. During an important religious event.
  21. On the day that the region is required to pay tribute to something.  This could be taxes or treasure to a lord or even virgins to a nearby dragon.
  22. Just after the birth of someone important.
  23. In the middle of a war between two groups of monsters.  Gnolls and orcs waging war with each other across the valley the heroes call home.
  24. In the middle of an ongoing guild war.  This could be between competing merchant houses, rival noble families, or even a classic war between thieves’ guilds.
  25. On the heels of an important discovery.

I hope you guys find this week’s list inspiring, feel free to comment about, expand on, or add to these events.

Until next time…