Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Sunday, 1 March 2015

Hero Forge Product Review

Just over a year ago, a Kickstarter for 3D printed custom miniatures was successfully funded. I was one of the backers, mainly motivated to see the dream become a reality, since me and my fellows don't get much miniature gaming done these days, though the possibility of owning miniatures tricked out to look specifically like characters I had created was a chance I couldn't pass up. A few days ago, said tricked out miniatures arrived, so it's time to air my thoughts on the final outcome.



Before we do though, I want to talk a little about Hero Forge's character creator and the customisations on offer. First of all, it is easy to use. If you have a character in mind then there's a few pre-made templates that you can use as a starting point. Armour and weapons from all ranges can be mixed and matched accordingly, and the range of stances, as well as both the facial and anatomical sliders means you're hard pressed not to come out with something unique. There are however, a few improvements I'd like to see, namely a wider range of poses and the ability to tweak the positioning of shoulder pads and pouches and the like.

One other issue I have with the character creator is the options available. Now don't get me wrong, there's a wide range so you're never stuck for archetypal designs, but if you have a specific design in mind you might be surprised at what's not an option. The character designer does not include options for any of the list below.

Berets
Waistcoats
Medium length hair
Short, messy hair
An M-16 Assault rifle
Wings
Tails
Backpacks
A back mounted quiver
A classic shaped medium shield
A texture-less shield (so no decals 4 u!)
Skeletons/skulls
Kevlar vest over shirt/jumper
Fedoras
Any Native American stuff (despite there being a western range)

And there's probably a few more I haven't thought of, the list isn't exhaustive. Now I'm pretty sure we'll probably see some of these added in the future, but conspicuous in their absence and it's probably a bummer if you have a specific character in mind that you want a beret on, for example. All things considered, it's pretty adaptable, but like I said, also exhaustive.

Anyway, time to move onto the product itself. I designed two characters, based on two that have been rolling around for a long time, Jocasta, and Katie. I've designed both of them with Fantasy and Contemporary looks in the past, but due to the aforementioned limitations, had to compromise with going with Jocasta's fantasy design and Katie's contemporary one. Still, they came out pretty close to how I imagined them to, and soon enough the crate landed in the mail.



I was a little nervous that the miniatures would be damaged, they were after all made of resin and coming from overseas. I was convinced Katie's rifle would have snapped off when they arrived, but I needn’t have worried. The package was carefully packed, and they arrived safe and sound.

The miniatures are of a more accurate anatomical scale than the common 'Heroic Scale' a lot of companies go by. To be honest, I'm more of a fan of Heroic scale because it helps the miniatures stand out more on the table, but I know a lot of people, especially those more into the painting side of things, prefer a more detailed look, so that's what you get here. Think more Forge World than Games Workshop classic.

The models come complete, so there's no gluing required, though that might present it's own problems depending on how you've designed your characters. There doesn't seem to be any flash at all to deal with, so you can probably jump right into painting, though some surfaces that should be smooth do appear a little bumpy, so some preparation might be required before you start. Also, parts of the model can feel a little 'sweaty' when it arrives as a side affect of the 3D printing process.



They are extremely detailed, and will come as designed. They are also extremely delicate, I honestly don't expect I'll be using them for gaming since I'd worry about how to transport them. Your average foam packed case doesn't strike me as safe enough, so I wouldn't take any chances. The service does offer a more sturdier form of resin, but is more difficult to paint, so it depends on where your priorities lie.

So as for the models themselves, I am extremely satisfied, though woefully protective of them. I'll probably paint them up and get a little display case sorted out. If Hero Forge does add more options it's likely they might be joined by even more characters.

Katie and Jocasta MK1 vs Katie and Jocasta MK2. You have no idea how hard it is to find a girl with a mohawk and a rife. And in miniautre form too.

The ultimate question you have to ask yourself before purchasing is if Hero Forge is right for you. The miniatures themselves are more expensive than any of their competitors, so if you're trying to run a campaign on a budget it's a definite no no. Likewise, the options themselves are not infinite, so it might turn out that you have a better chance of finding something close to your character at Reaper. Also consider how delicate the models are. If you are the type of gamer who travels around a lot, you might be better off going with something more durable.

On a final note, I'd say that it's best to go with Hero Forge if, like me, you want something special for yourself. It's a real thrill to see a character you've designed be brought to life, rather than have to compromise on a miniature that just sort of looks like what you want them to look like. Ultimately the price ain't cheap, so you've got to really want to see your character immortalised in resin before you purchase.

Final Judgement: A highly detailed but expensive product. Recommended for vanity projects, miniature enthusiasts and gamers with a lot of clout to throw around. Wouldn't recommend for those on a budget and gamers who play fast and often.

Sunday, 20 October 2013

A Funny Thing Happened on the way to Andavia - A Campaign in one Session.


It'd been a good long while since we'd played some dnd. Earlier this year we'd attempted to restart but ultimately failed to have a schedule that we could all meet. As a result our weekly dnd sessions fell into a hiatus, one that we'd failed to resume. Finally, by mostly taking the rest of my friends by surprise, I'd managed to get them to agree to a single session campaign.

I'd actually had the whole thing worked out for a while now, it was actually supposed to fall in between The Sand and the Dead it Left in it's Wake and Bleaker'sGambit, but it turned out we didn't need to fill in the time. As a result I re-worked it as a quick introduction for a group of first time players, which also never came about. In the end it served as something quick to get the group together again.

The premise was pretty straightforward; The group were lost in an enchanted forest and come across a Wizard's Tower. Said wizard agrees to help them out of the forest if in return they recover his spell book from a feral elf girl that had stolen it. Knowing what the group was usually like I said that the forest was protected by a magical spell that would prevent them from leaving and only by finding the book would the wizard undo the spell. They would probably just have tortured the wizard into showing them the way out otherwise.

The session played out a little like an old episode of Knightmare. I'd brought along some Rory's Story Cubes for some added random events. If you haven't seen these then you should really check them out, they're great for some ad-hoc campaigns. The group's first stop was the haunted ruins. The ruins themselves were dotted with slabs on the floor, some of which were booby trapped, some of which weren't. Entering a room resulted in me rolling a story cube to decide what was within and, to be honest, worked out extremely well.
For example in one room I rolled a dice and it came up with a shield, thus I decided that they would find a stone shield which may become useful later. Another room I rolled some cogs, telling the group that the room contained the mechanism for a portcullis. Putting two and two together the team could deduce that the shield was part of a locking mechanism for the ruin's exit and sure enough they figured this out when confronted with a statue of a knight.

Another thing I introduced for the use with the Story Cubes was the periodic appearance of ghostly fire. Putting ones hand in the fire would result in the roll of the dice, sometimes they'd get something useful, sometimes not so much. It was a pretty good way of preventing myself and the team from writing ourselves into a corner.

After an encounter with the elf girl and failing to hit her with a throwing knife the group come across an orc village. Earlier I'd told the team that they had infinite coin as they wouldn't be encountering anyone to buy things off. Thinking themselves clever, they used this to bribe their way into the orc village. Fair enough, shortly after they encountered the tribe's well spoken chief, who told them that they'd need to do something for his people in return for info on where the wild elf lives. Again they attempted to bribe with infinite coin, only to be told that the coin was now worthless as the economy had just been flooded with the stuff. Rule one: never try to outsmart the DM.

So instead the group had to find another way to appease the orcs. Option one was to find out why a nearby tribe had turned hostile. Option two was to fix a mechanical well that had dried up. Option three was to steal an artifact from another rival tribe. With Nazrin being an artificer, it made sense that they'd pick option two.
It turned out that the well wasn't actually a well, it was an ancient complex of stone outhouses. Cue the group joking about how the orcs had been drinking out of toilets and me repeating “It's fine! It's clean! They haven't been used in thousands of years! You can practically drink out of them!”. The area was scattered with clues and options to fix the mechanism, but most of the group missed these. Fortunately there was another brazier of 'ghostly fire' nearby, which they used to randomly obtain some 'strange gel', which they could then use to fix the mechanism and get the toilets working again.

They return to the village only to find the chief being threatened by a mysterious Inquisitor, also on the trail of the girl. The orc agreed to reveal her location, and the humans left. Choosing to stick around, the chief told the team that he gave the humans the long way round, and then tells the team how to get to her quicker.
The group make their way to a river, and notice the feral elf girl again. Kenzi fails to hit her with another dagger and she runs away. This was a little important since they were supposed to have tried to hurt or capture her by now, with a successful hit being met with a random spell being cast to counter it, showing that she was impervious to damage. Without witnessing this, things would make a little less sense later on, which you will see.

The group lasso a rope across the river and climb over. Using my story cubes once again, I determine that a sea monster lurches from the depths, prompting a quick combat encounter. Finally across, and making their way upstream, I roll the cubes again and they find themselves face to face with a traveling minstrel who they promptly murder rather than deal with his riddles.

Finally at the summit, they find the elf girl's cave and climb their way up to confront her. The group doesn't use their time particularly well here, with only Damon managing to gain a little of her trust. Running out of time, the Inquisitor and his cronies arrive and take her hostage. He explains that she is a new kind of wild mage who can cast spells just by touching the wording, making her very dangerous to be in possession of the wizard's book.

The Inquisitor explains the damage equals random spell conundrum, and states he has a special gun that will kill her outright. The group has no problem with this no matter how hard I try to pull their heart strings. The girl, mute though she is, tries to convey that the Inquisitor does not know the full picture.
They still decide to let him pull the trigger, leading to catastrophic results. The girl creates a black hole that consumes everyone, with only Damon passing a strength check to hold onto something. At this point, had Damon not managed to hold on, or gain a little of the girls trust, then it would have been game over. Yes I am that uncompromising. Fortunately Damon manages to plead with the girl, who casts a white hole that farts Nazrin and Kenzi back into existence.

Finally realising the extent of her powers, they manage to negotiate the spell book out of her hands. They return to the wizard who gives them a reward and undoes the spell to get them out of the forest. Thanks for playing.

What Worked:

This was one of the tightest run sessions I'd ever done. None of the solutions seemed restrictive or railroaded, nor too obvious or too obscure. Both I as the DM and the players made the most of the humour derived from flooding the orc's economy and the toilet complex. the Story Cubes were a fucking godsend and added an extra dynamic to the game that made it feel that little bit more fresh and that little more unpredictable. As with my previous campaign, I made use of the Lords of Magic soundtrack, which seems to have a piece of music for every environment.

What Didn't:

I'd say the only weak part of the session was the climax. I hadn't done enough earlier on to clue the group into the elf girl's power set or give them a reason to want to dislike the Inquisitor. Once again I'd created a scenario where I wanted the team to empathize and they failed to do so. Lesson learned I guess, don't get too attached to characters if you're going to give the players the opportunity to murder them.

Final Thoughts:

A quick fun session that proves that you can keep a dnd campaign at only one session long and still include everything you want to. Certainly likely that we'll be using this format again for future games.

Sunday, 30 June 2013

Get Mad: Why Its okay to be Angry

We've all been there. Something pisses us off, we complain about it and then someone else says we shouldn't complain and instead should give thanks for being so fortunate. Don't like the food? Be happy you've got food, some parts of the world they'd kill for what you've got. Dad messing up your plans by insisting you give him a lift into town? He's been chauffeuring you around all your life, show some fucking gratitude.

It gets brought up a lot. First world problems some people call it, to suggest that you shouldn't complain about trivial little things when there are people fighting for survival. They wouldn't even be able to conceive why you'd think something like that was an issue. You've got a roof over your head, money in the bank, and food in the cupboard, why the hell are you getting so worked up about the possibility that the new Star Wars films are going to disregard the expanded universe painted by its spin offs?

My name is Jack Harvey, I'm angry that the new Star Wars films are going to disregard its expanded universe. I get angry about a lot of trivial little things, and I'm going to tell you why thats okay.


A little background for this first example, but I'll get through this as quick as I can. George Lucas originally planned the Star Wars series to be nine films. The initial trilogy, the prequels and a follow up. After the original trilogy his creative process kind of got bogged down by turning the whole thing into a media empire, hence it wasn't till many decades later that we got to see the prequels. After years of tinkering, critical displacement and fan backlash Lucas was pretty much done with the Hollywood machine, handing the whole thing over to Disney and moving on to smaller projects/and or retiring, and who could blame him?

Star Wars was always bigger than the films though, and during all this many great, and not so great, writers fleshed out Lucas' world in ways the films couldn't even attempt to cover. As a result, the further adventures of Luke and co has been told in depth by the books, comics and games. There are plenty of sources online where you can find a detailed break down of events, but I'll run through how the story unfolds real quick. Sorry for the info dump and do bear in mind light spoilers are in effect.

After the fall of the empire Luke Skywalker essentially sets about bringing back the Jedi order, while Leia, Han, Chewie and a cavalcade of side characters go about bringing the rest of the galaxy together. This does not run smoothly, at all. Luke ends up flirting whith the dark side thanks to the Emperor having a bunch of back up clone bodies. After that they have to deal with the remnants of the empire still causing trouble, namely this blue skinned badass called Admiral Thrawn. Along the way Luke meets this choice babe (literally the best way of describing the character) called Mara Jade who he falls in love with.

So numerous adventures and escapades continue over the years. Leia and Han have kids, Luke and Mara have kids, the republic is on the up and up, the Jedi comes back. Everyone lives happily ever after right?
No. This is when the shit hits the fan and everything goes batshit crazy.

The whole universe essentially gets invaded by a bunch of sado-masochistic fascist aliens. Oh, and they're not affected by the force either so forget about all that. They basically turn up like the Romans in Gaul, forcing the republic and the empire and finally put aside their differences and set up a galactic alliance. Characters die, planets explode, kids turn over to the dark side and you can never go back.

Then a century later we follow the adventures of Luke's junkie descendant being used as a pawn in a Game of Thrones style civil war.

Thats pretty much the gist of it, and theres other great stuff like Jedi space truckers, rogue imperial guards and Boba Fett being Boba Fett.

So naturally, when they announce the new films I think “Oh man, I hope they don't plan on contradicting all the comics and games and books with the new films!”. Yet, lo and behold, Abrams and co come along and say they're not to concerned about trying to stick to the boundaries of the spin offs. When I hear this, I get mad. Real mad. Boycott Mad.

Now fair play to the new films, there is a logic in this. If you have the time I suggest you take a look at Bob “Moviebob” Chipman's justification. He's a pretty clever guy, if you're not following him, you should be. The video is about five minutes long, its okay, I'll wait.




Done? Good. Now Bob sums it up pretty well there. Trying to accommodate the expanded universe would be logistical suicide, and it would also stifle the new team's freedom, maybe even preventing them from creating something truly great. It makes no sense in getting mad over it right?

Wrong.

I got mad, I'm still mad to a degree. I understand why they're doing it but I still won't be happy. Why? Because I'm human. Because It's my basic human right to want something. Because I don't want to go and see a Star Wars film which goes; “Remember Mara Jade? Tough, she doesn't exist any more, now watch Luke fall in love with some other woman. Remember how Boba Fett came back from the dead? Tough, he's dead again. Remember the Vong invasion?” etc etc.

It's selfish sure, but hey, why can't we be a little selfish now and again? This Star Wars film isn't for me, it isn't for die hards who have obsessed over the spin offs for years on end. The new Star Wars is for new viewers and fans who never went much further than the films. When it's put that way, why wouldn't it be justified to be just a little bit pissed off?


See this is just one example, there are many other little things that piss me off in the worlds of film, TV, games and comics. I get mad when games drop certain characters to cameo levels in sequels. I get mad when a film of a comic changes something for one reason or another. I get mad when a certain part of the fanbase gets favored over me. I get mad when comics reboot back to the start and throw out the things I liked. I get mad and that's okay.

Why was Kelly Chambers relegated to such a tiny role in Mass Effect 3? I get why Pepper and Tony get together in the films, it makes sense in the context of the story, but damn it I always loved Pepper and Happy as a couple. I'm an old skool (sic) Doctor Who fan and I never liked Rose Tyler, so it makes me fucking rage whenever she's treated as THE MOST IMPORTANT COMPANION. Also I don't like it when the Doctor kisses people. Never ever ever talk to me about the Power Girl comics coming to an end and then being restarted without bringing back Terra. I cry myself to sleep about that sometimes.

Every one of those examples has a good reason why it was done, but that still doesn't make things easier. I'm still angry. I'm still angry about a lot of those things. I'm sure you can think of a lot of examples for yourself, and upon bringing it up with a friend get told; “Well they had to do it that way,” or “It makes sense that they did that though,” or “They're a business, they exist to make money,”. You can concede defeat, shrug your shoulders and accept that argument and try to repress the rage.

I'm here today to tell you that you don't have to.

No matter how trivial, no matter how pointless, no matter what arguments there are to the contrary, It is your human right to feel this way. If someone tries to talk you down, argue your point. Get online and let the world know what you think. Stand on the rooftops and shout it to the heavens. You are angry about something, you have a right to let that be known. You deserve to feel that way.

Now, before you say that this attitude is going to cause a toxic atmosphere lets put it into a bit of perspective. Just because you have the right to get mad, doesn't mean you have the right to take it out on others, nor should it give you a sense of entitlement that everything should be your way all the time. Its your opinion, there is no right or wrong answer. Remember the first law of the internet:



I don't like Rose Tyler, but in no way does this reflect my opinion of Billie Piper, who I'm sure is a wonderful person and has done some great stuff over the years. Put me up against a Rose Tyler fan and I'll explain why I feel this way but I won't think that I'm a better person than they are, or think that it gives me an excuse to call them a moron or an idiot.

Remember, you have a right to get mad. You don't have the right to be a dick about it.




Getting angry should provoke debate, it should seek to create discussion. Getting mad should ultimately lead to refining the art form into something enjoyed by everybody. It's an important part of the evolutionarily process of popular culture. Raging can lead to pointing out flaws that others may not have previously noticed. Anger shouldn't stifle creativity, it should encourage it.

And sometimes it can change things. Another example; 2012 saw the release of Mass Effect 3, the final installment of a computer/video game series which garnered a dedicated fan base due to its detailed focus on the relationships between the main character and the game's cast, through romance, friendships and rivalries. The series is pretty damn solid, the storyline is hardly the most original but the characters and setting really drew you in. It created a hell of a lot of emotional investment with its players, who would later go on to be some of the most dedicated fans you'd ever see.

And the ending did not go down well. At. All.

ME3's ending has a lot of problems and different people tend to have different opinions on why. Minor spoilers in effect, many felt that it was too grim in comparison with the optimism shown in the rest of the series. Some felt it was too brief for a game that, up until this point, spent so much time making you face the consequences of your actions. Some just wanted blue alien space babies.

For my money, the endings real fault is that it doesn't match the tone and themes that were the focus of the games. It's as if you went to watch Star Trek with the last five minutes of Blade Runner. Up until that point you were watching a campy sci-fi actioner and all of a sudden you're being asked to meditate on what it really means to be human, what it really means to have a soul. It comes out of nowhere, It really does feel like somebody got the script mixed up with something else.

So many, myself included, got mad. We discussed why we got mad and word spread so fast and so loud that the writers had to go back and release a DLC to 'fix' the ending. I'm still not sure if caving was the right thing to do, or if the writers should have stuck to their guns. Plus the DLC didn't really change that much, just elevated it from 'bad' to 'acceptable', but it goes to show that when people get mad other people listen. Were they acting like a bunch of entitled little shits? Maybe, but when you've got a billion people acting like entitled little shits it gets you to thinking that maybe they have a point.


Getting mad can do good in many ways. You may think it pointless being pissed off about one little thing in a video game that only you seem to care about, but hey, that guy in the pub you were talking to about it may one day go on to be a video game developer, and he may remember what you said and think; “Is this action justified or is it just going to piss people off?”. You could be sitting there moaning about this or that change to a character in a comic book film and this might be overheard by someone who one day goes to work on a comic book adaption and say; “We need to keep this character the way they are in the comic, it's just going to piss fans off if you change it.”

And it can run deeper than that. I'm pissed off that every book, film and game I pick up these days seems to star white heterosexual male. Gimmie a change guys. As someone who wants to get into writing, I make it a conscious choice to create a protagonist who doesn't fit this mold. Why would I want to write about a white heterosexual male? There are plenty of good stories out there about those characters already.

And people will say to you; “If only you could get as passionate about important things instead of your stupid hobby,” well screw them because who's to say you won't? You've had the practice, one day you might really want to make a difference about something important. It could be about the poor treatment of migrant workers, or womens rights, or poverty or the cure for cancer. Remember that time you got so angry that you got a video game company to admit they were wrong and change the ending of a game? You've had the practice, one day, those skills might really come in handy.

Get angry. It may seem selfish, it may seem childish, but it's your right, and one day you might do something good with it.


In closing, here is an abridged list of trivial (and some less trivial) things that I'm angry about:

The new Star Wars films are going to disregard the expanded universe.
Kelly Chambers having such a tiny role in Mass Effect 3 and not getting a proper romance
Jack not being an f/f romance in Mass Effect 2.
Morrigan not being an f/f romance in Dragon Age.
DC finishing the Power Girl series and then restarting it without Terra as a character.
The Doctor having lots of romantic interests in Doctor Who.
Pretty much anything Games Workshop does.
Allicorn Twilight.
People who insist a humanized Twilight can't have a dark complexion.
Default male Shepard being the focus of all the marketing for the Mass Effect series.
Male Shepard being the intended protagonist of a proposed Mass Effect film.
People who read manga but refuse to even touch a comic book.
When western properties make an official anime spin off film when the style is unsuitable.
That there are never major gay characters (barring a few exceptions) in anything Star Wars related.
Superman and Wonder Woman being in a relationship when they have never had any chemistry.
Changing the ending of the Surrogates film.
Rose Tyler.
That Native American Indians never get to star in anything outside westerns.
Jonny Depp is playing Tonto.
That the Drive-By Truckers aren't bigger.
That Laurie J Marks' Elemental Logic series is so obscure.
Fans of Doctor Who who have no intention of watching any of the original series.
That Paul McGann never got a Doctor Who series.
Unreal Tournament 3 losing everything that made the series great to work on better graphics in a game where nobody cares about graphics.
The lack of Planescape: Torment fan art.
Brian Blessed not being cast as Odin in Thor.
DRM.
No development on Half Life 3.
The new Command and Conquer not having a single player mode.
That nobody makes traditionally animated films anymore.
That they changed Deadpool's character completely in X:Men Origins: Wolverine.
That nobody makes expansion packs any more.
That Dark Messiah never got a sequel.
The affinity system in Dragons Dogma.
Despite the success of The Avengers people still keep fucking up superhero adaptions.
It taking a year for each Game of Thrones season coming out on DVD.
Adventure Time and Regular Show not being out on DVD in the UK.
The IDW Dungeons and Dragons comic being canceled.
4th Edition Dungeons and Dragons rules.
Tieflings in 4th Edition Dungeons and Dragons.

Saturday, 4 August 2012

The Fights Are Harder - A Bleaker's Gambit: Part Three

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Chapter Six
Paved With Good Intentions

“Dast wasn't exactly well known as a gate town on the outland, indeed throughout most of the planes it was practically unheard of. This was sort of its point though. Dast existed on the fringes, not quite slipping into the hells themselves. It was the very embodiment of apathy, denial and all those things that make us turn our backs on the seemingly important. The town housed some unusual landmarks such as the illusory 'House of a thousand dads', or the bottomless brown mines. Dast's strange and unknowable nature drew many learned men to investigate its secrets, like most places on the planes though, staying in one place for too long can have a profound effect on an individual.”


- Anteili Moriarty – The Lesser Seen Outlands


At this point Cardia had picked up a disembodied skull that would constantly tease and taunt her and which only she could hear. I honestly can't remember where the skull came from but I think it was after one of the battles on the way to Navarre. Anyway, with this session being quite the weird one, the skull was at its most talkative, and was another tool I used to keep the players involved.

This time following Azreal, Trust and Cardia, the group have to head for the gate town of Dast, which has its fair share of experts that could translate the ancient abyssal. Getting there should have been pretty straightforward, what with Sigil having portals to practically everywhere. Harry had given the team the key, so all they had to do was find the door, and the gang were streetwise enough to locate two large skeletal hands sticking out of the ground. The solution to activating the portal was simple, just push the arms together to form an arch and activate the key. Instead, it took the group quite a while to grasp this, and eventually had to ask a bystander, who helpfully explained it to them. This wouldn't be the first problem the group would take far too much time debating over.

Arriving in town the group head out and explore the demonic landscape. A messenger contacts Trust, stating that her father is waiting to see her. Intrigued, they head for a strange manor house, wherein a large demon claiming to be Trust's dad starts harping on about her birthright. A nearby door starts knocking, and through it bursts another demon, this one also stating to be her father. An argument ensues and shortly yet another demon bursts forth with similar claims. What follows is a farcical turn of events with many different demons bugging Trust. Eventually another group attacks and gives them a window to escape.

Soon enough they find out what had happened to all the academics. Returning from my last campaign is the Succubus they fought in Wardovia, who reveals that after her escape she has still found herself exiled from the hells proper. The Succubus has been using the enthralled scientists (and the ghost of Damon's youth (possibly being revisited in a future campaign)) to construct a magical super weapon for her to take retribution against her enemies. She offers to get one of her thrall to translate the texts, but only if the group can help her escape the town.

Asking around, the group communicate with a demon that collects pain, and offers info in return for memories of some of the groups most painful encounters, as well as consuming the pain held within Cardia's talking skull. The demon reveals that the portal to the hells is hidden by the mines, and guarded by his upstanding brother. Heading to the mines they confront the gate keeper, who reveals that he cannot leave his post until he is confident that his quarry, the Succubus, is no more.

What followed is a long series of lengthy debates between the players on how to solve this problem. Generally I'd come up with several, notably defeat the gate keeper, kill the succubus outright and just free the academics, or rouse the city's inhabitants in a riot against the demons. I can't remember most of what ideas the players came up with, but I remember that they somehow thought that smuggling the Succubus out of the city would convince the gate keeper that she was dead. In the end though, they just decided to do battle with the gate keeper after all, and as spoils Azreal got his massive sword and shield, and Cardia got a new disembodied head to talk to.

Placated, the Succubus makes good on her deal and returns to the hells, as the team head back to Sigil. Finishing off the session, the team head back to Fell for some more tattoos and return to the prime material realms via Sofia's spelljammer.


Music used:

Again, totally overloaded with the outlands/hells music from the Planescape: Torment soundtrack.


What worked:

As far as pre-planning goes, this session went pretty well. Like session two, I'd planned multiple solutions and gave the group free reign to go their own way. The weird Planescape stuff continued to mix things up, and I think everyone found the House of a thousand Dads pretty funny.


What didn't:


Given the amount of time spend debating on the best course of action, maybe I should have made the groups options a little clearer, but then again, I don't want to hold their hands, so maybe this wasn't such a bad thing after all. Also, a battle with Rasputin was supposed to take place here, but it totally slipped my mind.

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Chapter Seven
Mammoth Told Me Not To Come

“Nobody quite knew why the tribal lands of Tir had remained independent for so long. Traditionalists will cite the staunch territorialism of its native tribes, mostly dominated by the rivalry between the blue marked Arcadians and the orange marked Golgothans. Others may note that there is very little land of worth on the harsh plains, but look past that and you'll see fertile grassland when you need it, and all the meat you'll ever need if you can take down one of the mighty mammoths. No there was no concrete evidence to show what had stopped a more civilised nation from helping itself to these lands. Perhaps lords and monarchs just like the idea of a land to point to if they need to look superior.”


- David Davidon – Rocks and Robbers: The Feral Lands

This particular session took a lot longer than anticipated. Once returning to the map room, the team conversed with Kerris regarding the translation. While this occurred, Nazrin's now miniaturized Modron revealed that Sakari was one of Magnus Fallon's two descendants, giving hints to nobody about who the other might be. Kerris reveals that he has a contact in the Feywild's Court of the Stars that could translate some ancient fey, but his exile means he can't see to it himself. The only Feywild portal is noted as being on the far side of the tribal lands of Tir, and so the team depart on a quest to decipher the final piece. Some encounters along the way suggest some foreshadowing of Rasputin's involvement, and another overly long combat encounter takes place.

Entering the tribal lands, the group have to undergo some nature checks to make sure they head the right way. Jocasta reveals that she has an old lover in one of the tribes, but mentions she doesn't want to cross paths if necessary. Along the way the team find a group of barbarians doing battle with a mammoth. I was without a sufficient model to represent the mammoth though, so had to draw it on the board for the combat encounter, to which the team bemoaned me of this. Afterwards the team converse with the barbarians, who trade, offer a tusk of the mammoth, and offer general information.

“Being hard and tough was all part of a barbarian's life. You are born, you kill to survive, reproduce and die. There is no room for romantics. So Danya Golgotha's life would have been, if not for a chance encounter with Jocasta Lacroix. As those with past experience of Jocasta know, when Jocasta wants something, she'll be persistent, and for whatever reason at the time, she wanted Danya. To Jocasta, this was just a one night stand, a frivolous fling, but to Danya it was proof that there was more to life than methodical survival. Since then Danya had become the black sheep of the tribe, an idealist, a romantic. Fortunately she was still hard and tough, probably more so than ever, and she may have been a black sheep, but the tribe knew when to offer respect when it was due.”


- Alysoun Mifflinburg – No Dykes to Watch Out For: Mercenaries on the Road Less Traveled: Volume 2


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Not long afterwards the group reach a rival tribes settlement. Here they introduce themselves, and are introduced as such to one of Jocasta's previous tumbles. Danya is a character I'd been meaning to do something with for a while, and was one of my previous attempts at hooking Jocasta up before Katie came along. Her main purpose was to annoy Jocasta, and give the group an excuse to throw her into awkward situations, since I think the players would have enjoyed the opportunity to give Jocasta a hard time. As it went though, like a lot else, I didn't have much room to impalement this.

Introductions being over, the group are invited to take part in the great hall feast, after gifting the leader with the mammoths tusk. Since this was mostly a Conan homage anyway, I gave the leader my best Arnie voice, and the team negotiates guidance on entering the Feywild. They find that the portal has been unusually active and the tribes are currently at war with the Feywild's Formorians. The tribe offer assistance in return for putting a stop to these attacks, and give a little side objective of retrieving the leader's father's gold plated heart from the enemy.

Music used:


More Twin Peaks for the dream sequences. I'd grabbed the Lords of Magic soundtrack for the barbarian plains. In fact I don't know why I hadn't done this sooner, since the old Turn Based Strategy RPG had great music for every setting, and I went onto use this in the rest of the campaign.

What worked:


The music really set the scene. The barbarian plains were well realised but also simple. The negotiations felt involved without being overly complicated. The team took the most out of being encouraged to explore. Danya was a forward support character that didn't get in anyones way.

What didn't:


Any combat encounter with all six characters was a bad idea from this point onwards. I wanted more comedy from Danya/Jocasta but didn't put enough work or planning in for it. As for the mammoth, it was painful to have to resort to drawing on the board, made worse that later on I would find a toy of one of those old hairy things the Tuscan raiders ride from Star Wars that was a perfect fit for a mammoth.


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Chapter Eight

A Ghost to Most


“And so, once again was our bearded crusader Damon brought back from the realms of the dead to assist his comrades. Presently adorned in a great battle dress bestowed by Ioun, Damon awoke not in the lands of traditional mortals, but the strange and surreal plane of the Feywild. Looking before him, he saw that he had been brought to some strange arena, to do battle with another spirit from some godless land no doubt. Looking up at his summoners, it was only the half-elf Megi that he recognised, but saw that he was in the presence of some divine winged creature, so his arrival must have been blessed with the power of good. So fight he would, and though his body was transparent and intangible, his will was a solid as rock that had just been varnished.”


- 'Tripshot' Murphy – Same Old Footsteps: The Adventures of Damon Volume 4



Once again we kick the session off with an overly long combat encounter. At this point I was trying to steer away from having combat encounters that feature all six characters, but had to have something to show the Formorian's having a presence in the land. Getting through this, the team reach the portal gate but have to activate it first. Earlier I'd hinted that a druidic influence would come in handy for getting to the feywild, and if the team had decided to summon Lilith or Zantir it would have made activating the portal easier, instead Megi insisted she could do it on her own.

So with a few rituals, some gold and a mixture of some of the vegetative crap they'd picked up along the way the portal is activated. I decided to insist on rituals with ingredients at this point because the group kept finding items that were supposed to be used for Bastillion to make potions out of, but they never decided to explore this element I had presented. Anyway, the team enter the portal and as they decided to go in green they end up separated and dumped at a seemingly random location. From this point on the players just control Megi, Cardia and Nazrin, with Danya as a guide.

Stranded in the endless forest of the feywild, the team nonetheless pass a nature check to get in the right direction. I wanted to play up the strange, seemingly trivial sensibilities of the fey during these sections but the group were having none of it. Arriving at a city all they really needed to do was be polite and they'd get entry, instead they pretended to be slave traders and when that didn't work decided they were going to chop down a tree to turn into a battering ram. As DM I managed to work them around it, because if they had gone down this route they'd have just ended up having to fight the whole city, and that would have been no good.

Finally getting an audience with the Court of the Stars, they are told they will be granted assistance so long as they beat one of the councilors champions in order to settle a grudge. The fey being a tricky lot, it turns out that the champion they have to do battle with is an intangible ghost. This part of the plot was all about working the deceased Damon in as a cameo, since everyone did kind of like him as a character. Chosen as the player's own champion, Damon got boosted stats for the fight, and everyones favorite Cascade of Light overkill. Naturally he won it hands down.

In return for the favor, the Court reveals that there is an academy on a nearby island where they can get the final part of the cipher translated, but it is currently under siege by Formorians and will be purged shortly to prevent its secrets being compromised.


Music used:


More Lords of Magic stuff. This time the Earth and Life themes in order to fit the natural setting of the feywild.


What worked:


A bit of a mixed bag this time. The feywild offered a slight change of pace. The ghost battle with Damon went as expected. Danya remained an NPC that helped the plot along and didn't get in the way or overshadow things.

What didn't:


The combat encounter was too long, which ended up splitting one session into two. The activation of the portal was a bit vague, and I think I should have put more planning into how it was to be done. The quirkiness of the fey folk was not taken very well and just caused arguments more than anything. Having said that, the group did get fair warning that fey people don't operate by the same rules normal folks do.


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Chapter Nine
Feywild at Heart


“It's unknown if Tristan's Troupe knew what they were getting into with Rasputin. Indeed, the group had been under considerable strain as it was, with Alrianna's infatuation with Azreal and Tristan's constant refusal of rewards. Duncan, being a follower of Bane, was likely the only one happy to remain in the dark sorcerer's employ after his methods were discovered, but even he was starting to question the sanity of the plan. By the time Rasputin had arrived in the feywild, Tristan had already been double crossed in secret, and Alrianna defected shortly afterwards. At this point though, Rasputin had unlocked greater power from the Palantír he held, and most times insisted that Duncan stand back and be little more than a spectator.”


- Roma Drangasti – On the Road Again


I opened this session with an opportunity for the team to check out some of the stores in the feywild. They'd already picked up some epic loot from the planes already, but I didn't want all that money burning holes in their pockets so I gave them the chance to grab some feywild themed kit. Afterwards they were to head to the docks to travel to the nearby island. This being the feywild though, things were never as expected, and rather than traveling by boat they were to be teleported through a magic stone circle.

Upon arrival they come across a battle site littered with formorians and the undead. Once again, they must use their nature skills in order to find their way through the forest. About half way there their path is blocked by a formorian camp. Wanting to avoid any more unnecessary combat encounters, I'd planned this part as a stealth section, with the group navigating the camp carefully. Later on I'd planned that there would be a quick encounter with Rasputin.

Instead, somehow, Nazrin of all people decided it would be a good idea to negotiate with the purple skinned monstrosities that were bent on conquering every last piece of the feywild, and naturally that went about as well as expected. So the planned stealth section ended up as another combat encounter and in the interest of saving time I decided to add Rasputin's appearance to the mix, resurrecting the fallen creatures as his own minions.

After this the group make it to the besieged university, where they reunite with the other missing characters and meet up with Alrianna, who gives some exposition on Rasputin and his whole deal thus far. The group then meet with the headmistress, who explains that the Court of the Stars kill team is on its way to exterminate the whole island, but she can perform a ritual that'll buy everyone a little more time. With a bit of bargaining, Cardia trades the head of the demon she was carrying, which works as a final part of the ritual, and in return they get the translation and the gold plated heart Danya's leader had asked them to obtain.

They are told how to leave the feywild once the ritual is complete. The headmistress does her incantations and stuff, and the group black out. When they awake, in various states of undress, the place has been evacuated. It's up to the player to come up with their own story of what the ritual did. Have fun with that.


Music used:

As usual, more Lords of Magic and some Phantom of the Opera for Rasputin's appearance.

What worked:

Despite the stealth section going tits up at least it showed that the group was free to make their own decisions and had to deal with the consequences. Rasputin was getting about as much hate as I would want a villain to provoke.

What didn't:

Alrianna and Duncan really were supposed to have a greater arc in the story, detailing their gradual defection from Rasputin, but most of this got sidelined because of the amount of stuff I kept putting in. The last three sessions were only supposed to be one, so obviously I didn't put enough thought into pacing, and some stuff got rushed.

Sunday, 29 July 2012

Ask Questions Later - A Bleaker's Gambit: Part Two

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Chapter Two
It ain't easy but it's Necessary

“In the years before the rift, Alexandria was already facing a massive economic downturn and it's people were massively dissatisfied with the elitism of its leaders, who had monoplolised magic and denied knowledge to the lower classes. When the inviable rebellion took place, magic was given back to the people. Artifacts were handed down, and rituals were taught to those who could spread the power far and wide. The Library, however, Alexandria's largest and grandest construction, still remained in the hands of the disposed government. To this day the Library remains its own insular city state, hiding itself from the rest of the continent behind a stone wall miles and miles in length and breadth.”


- Emilio Whitehouse – Knowledge is Power: A History of Alexandria



So this was the first Cardia, Azreal and Trust only session, and probably the most tightly focused out of all the sessions. I'd planned multiple paths for the characters to take which meant they had greater freedom to choose their own way. The session began with the characters making their way to the free Kingdom of Alexandria, which they chose to travel to via sea. Bargaining for a boat at the first port they get to, the group manage to avoid some of the more dangerous possibilities I'd put in place. Choosing the wrong captain to take them by sea could have ended with a pirate raid.

The group safely make their way into Alexandria, but their main obstacle lies ahead. The library that contains the map piece is part of an independent state, fanatical about security and guarded by the biggest wall they've ever seen. The group shack up at a border town, where low lives make their trade smuggling people across, and mages bluff their way in as an attempt to get to the library's secrets.

I'd come up with several ways for the group to get past the wall. The Guard Captain of the gate was to have secretly been having an affair outside the Library state, and looking in the right places the group could have discovered this and bribed or blackmailed their way through. There was also a weak spot in the wall, which could have been blasted open. With Katie in the team, engineer minded, with the right ingredients she would have crafted explosives to use. Then there was the fact that the Library is open for the study of magical artifacts, and the option to bargain their way in this also presented itself. Finally there was the standard smuggling plot, where some shady characters could have helped the group over in return for some other favor.

As it happened the group went upon a mixture of several solutions. It was revealed that the head of the smuggling operation, Big Bubba, was an old informant of Kara's from her days working up the Andavian city guard ranks. Bubba could get the group over the wall in return for taking care of his hedonistic rival Quintus, who had been hoarding magical artifacts. The plan was tried and tested, the girls pretend to be 'entertainment' with Azreal as their 'pimp'. Azreal though, was voted as no good to take the lead, pretty much by himself, so it was down to Katie to take the lead.

Infiltrating one of Quintus' parties was easy enough, Kara and Cardia distracted the guests, Katie stood guard while Azreal and Trust robbed the store rooms. The magical artifacts he held were sensory stones (familiar to anyone who'd played Planescape:Torment), and on their way back to the main floor, Azreal and Trust find that Kara had turned the 'sexy dancing' into a bare knuckle boxing match, to which Quintus was throughly entertained.

From here on in it was pretty plain sailing. Big Bubba kept the bulk of the stones, leaving the group with enough to bribe their way through the gate with a bit of information regarding the Guard Captain's extra-marital relations. A few other stones were retained as additional reward. The rest goes like clockwork, and the session ends with the group entering the walled tunnel with armed escort.

Music used:

I'm also going to start discussing the music I used to set the mood. Up until this point it'd been a mix of the Assassins Creed soundtrack, The Call of Pripyat sountrack and a few songs from Lord of the Rings here and there. Oh, and some instrumental stuff from Show of Hands, which worked very well indeed. This session I needed some sleazy 70's style music for Quintus decant party, which came in the form of a sample song by somebody called Youth Explosion that was on my phone by default.

What worked:

Pretty much everything, this session was about as tight as it got. It was funny and challenging in places and the dynamics between characters really worked with the situations they got themselves into. The multiple solutions gave the impression that I wasn't railroading the characters, and that they had greater free reign to experiment and do what they thought best. Kara and Katie both supported the game as NPC's but didn't dominate the plot. Every player was also involved in equal measure.

What didn't:

Not a lot else. The stealth sections could have been a bit more challenging, and the start at the port could maybe have been a bit more interesting, but other than that there were no real failings in what I set out to do.

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Chapter Three
Carnack's Eleven


“The Library of Alexandria has the reputation for being probably one of the most secure locations in the realms. The massive wall that guards the entire city-state notwithstanding, visitors are escorted at all times, and the structure itself has a standing garrison ready to repel attackers. Along with all this, the library has a complex series of traps and defenses, all controlled my a massive clockwork mechanism that changes its encrypted codes every few minutes. This mechanism activates the building's Guardians, massive stone constructs that demolish anything that moves. The mechanism itself is defended by a game of human sized chess pieces, also Guardians, and the most prised artifacts are kept in a vault which can only be unlocked through seventeen locks simultaneously. Finally, if one were to bypass all these obstacles, they would still have to face the Library's most elite force, The Whisperers.


In truth the Libary's reputation is mostly undeserved. It is built on soft ground with poor foundations, making tunneling surprisingly easy. The guards patrol a gantry when, if accessed, can get you to most parts of the building and the vault's locks are no more complex than that of a standard chests. The only real challenge is the cypher, but bypass this, and take care of the guards and an ambitious villain can be well on his way to some lucrative loot.”


- Zantir Xanderfell - Reflections on the Library of Alexandria


If the entire campaign could be compounded into one session, then this one is probably the most comparable. This was where ambition started getting in the way of things. I'd always wanted to have Carnack lead a team of badasses, and once again I decided to throw it all in rather than save it for some potential future campaign that may or may not happen. Lets not get ahead of ourselves though. Beginning with the groups arrival in the Library's city-state, the players quickly slip away from their escorts, bluff their way into a society presidents house, knock him out and vault his garden wall, bringing them to the front entrance. Once there the guards were currently being distracted by a halfling bard. This was the first of Carnack's group, so lets run through them shall we.

“Carnack Cousland's second attempt at the Library Heist was more well considered than the first. Many of the original team had perished in the attempt or refused to return for the second, so the tattooed mercenary had some slots to fill...


...First and foremost Carnack needed alchemist Bastillion DeRoque, who held the sole responsibility of the previous attempts failure. Bastillion had concocted a sleeping gas that was to knock out all the guards and staff of the library, giving the team safe room to make away with the painting, but Bastillion's gas was not long lasting enough. Unexpectedly, Carnack held no ill will against the alchemist, and Bastillion jumped at the chance to prove that, this time, his gas would work...


...Working as right hand man was Bostock Hawke, an Andavian expatriate of comparable might to Carnack himself. Hawke had been messily involved in the breakdown of the Navarre kingdom, and some say it was he himself that had executed King Ferdinand. In Carnack's opinion though, Bostock's one weakness came in the form of his lover Reece, a former elf slave and swordmage. Reece had his uses, however, as infiltrator for the team, and would be instrumental in helping Bastillion get in place to deploy his sleep gas...

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...Returning to strategise the plan was Andavian military commander Lucas Anderson. Anderson was known as genius of his time when it came to military tactics and combat deployment, and it was he who had came up with the original plan and played an influence in recruitment. Anderson would oversee the overall operation, issuing orders and changing plan as the situation evolved...


...Halfling bard Elric 'Moody' Woodstock was to return for entrance and extraction. Elric had a long and strange history that had made him unnaturally charismatic. It would be he who would bluff their way into the library, distract the guards, and have a disguised cart waiting to collect the team when the operation was a success...


...Heading the pincer movement of the plan was Rune Blackforge, a dugrgar who had been raided by dwarfs and was an expert on tunnels and construction. She would create a series of passages beneath the building, allowing the team to quickly abscond if things went sour or move about quickly if plans changed....



...The Library's encoded mechanism was the biggest challenge, but fortunately Carnack had roped in Kerris Etherleaf, probably the realms greatest cryptologist and codebreaker, to handle this. The elderin was working for free on this job, as, since being exiled from the feywild for a transgression against the court of the starts, he filled his time seeking bigger and bigger challenges. Deciphering the mechanism was child's play for him, and was at once in control of the entire buildings defenses mere moments after his arrival...

 
...Taking care of the locks was Lilith Morau, a drow who had been exiled from the underdark for turning her back on Lolth in the name of her druidic studies. For a drow, Lileth was masterful at the earth magic, and she could manipulate the roots beneath the soil into working their way into the libraries vault locks, doing the job you would need seventeen lock picks for otherwise...

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...finally bringing up the muscle was Mai Sukunami, a martial artist from far east who was in the reams on a quest of revenge for the murder of her father. Carnack had promised her aid in this quest in return for signing on for the library job. The other muscle was the undead revenant Garnet. Garnet was the embodiment of justice and retribution but had, in time, found himself bound to Carnack's will. Garnet had no real investment in the heist, but was forced to contribute anyway....


...And in tow, side by side with their murderous leader was Lerissa. Nobody quite knew why she had thrown in her lot with Carnack, but she had a sense of mischief and the power of a maturing warlock to keep her alive. The heist would be another strike against what the authorities back in Farrel had expected of her..."


- Maxil Bluchide: History of the Library: Volume 2



Each character was essentially a challenge. Katie and Kara remained outside to guard the main entrance. It was intended that all characters could be disarmed or persuaded to stand down, since I was planning on them each playing a greater part in the story further down the line. Unfortunately I failed to consider that the most popular opinion of the group was to kill em' all. Bostock bought it against Azreal, which caused Reece to abscond with his body.

I made the players play human chess with an Aztec chess board to get to Kerris, who had to use the defense mechanism to stop them murdering him too. Kerris stood down, because they'd need him later, and the group also managed to free Garnet of his bindings to Carnack. The others all had to flee through Rune's tunnels to avoid the same fate as Bostock, and finally reaching the vault managed to force Carnack into a truce. The final portion of the session was to escape to the roof of the library, perused by enemies, then jumping off it's highest point to land on a haystack and escape with Elric


Music used:

Same as usual so far. At this point each session would start with a character haveing a dream sequence involving a mysterious stranger, tempting them into an unusual deal. These were accompanied by Angelo Badalamenti's Dance of the Dream man from Twin Peaks. These would hint at later things to come in the story.


What worked:


As an ensemble piece it wasn't bad. Each character represented a different challenge that the group would have to change tactics for. Their goal was always clear and present, and securing the map piece essentially sorted their current goal. The Library felt like a well construed concept, and nobody had to spend too long figuring out what to do.


What didn't:


In retrospect what I should have done was present Carnack's Eleven as straight up antagonists. If fighting to the death was given as an actual option then it would have been less frustrating for the players and less frustrating for me wanting them to do something else. Thinking back I really should have guessed the team would just want to kill them, and if I wanted them kept around, should have set them up more as allies than the 'friendly rivals' I portrayed them as.


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Chapter Four
X marks the Spot


“The death of King Ferdinand signaled an end to civility in the nation of Navarre. With no monarchical authority, no national identity, and no common belief with which to come together, the country practically imploded, socially speaking. Factions and independent states began popping up and warring against each other. Warlords and troublemakers both rose to capitalise on the chaos. Maybe there was a new future coming for the nation, a better one, but when the bodies started piling up on the streets everyone knew that Navarre was no place for a civilised man to be.”

- Clive Brackstow – The Navarre Civil War


Okay. So by this point the first goal in the overall arc had been completed. Action points and XP had been dished out accordingly. The two map pieces were united and the location of the map room was revealed. Surprising no one was the fact that it was in the recently fractured nation of Navarre that had been unsubtly mentioned a few times already. Just before this, Cardia, Azreal and Megi had the chance to question the remaining of Carnack's Eleven on info that would foreshadow things later in the campaign. A chance they didn't take, oh well.

Once the gang had reunited in Andavia they spent a night at an inn, then hit a trading camp to spend their spoils. On their way to Navarre they had a combat encounter with some mercenaries, which took forever because each player had two characters to control. Once finished, I revealed that it had been instigated by an old rival of Megi's, my first of many attempts to try and get the players to invest more in the story.

Once in Navarre the team are accosted by some armed thugs and escorted to Bostock Hawke's residence. At this point I was still planning for him and Reece to play a more important role later on, so said that Recce had taken Bostock's corpse and got him resurrected by a local priest (what? This is what everyone does when someone dies), Trust was still set on murdering him though, and I had to resort to using an indestructible laser eyed teddy bear (yes really) to keep her in check and stop her ruining my plot thread. Anyway, after all that, the team find out they need to track down the specific location of the map room.

This next bit was pretty inspired, the group are forced to get information from the 'Half-orc minstrels', a bunch of sort of gypsy type mimes. The entire sequence involved Nero trying to obtain information when I was giving it mostly in mime. Nero's player was practically catatonic with laughter by the end, so the whole sequence was fairly memorable and taken in good humor.

They finally find that the room is buried under a temple to 'the ten who are one', which the group eventually track down. This next part was unsubtly taken in whole from the roman numeral sequence from Indiana Jones and the Last Crusade, which everyone failed to realise. After some wandering around the temple following stained glass windows and statues with numerals on them, they finally realise that 'X marks the spot' and smash through the floor.


Music used:


The half-ork minstrel sequence would have been nothing without Tom Waits' Dave the Butcher, from Swordfishtrombones. A few other tracks from that album were also used as well. God I love Tom Waits.


What worked:


Reuniting the group was refreshingly in character and there really felt there was a bit of camaraderie between our in game personas at this point. As already mentioned, the half-orc minstrels were appreciated by all and will be one of the campaigns most enduring memories. Despite nobody spotting the homage, the roman numeral sequence was also fun.


What didn't:


The combat encounter was overly long because of the sheer amount of players. I failed to motivate any discussion with Carnack's band of characters. Bostock felt unnecessary and was never really used again. Indestructible laser eyed teddy bear.

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Chapter Five
Bright Lights, Big City


“What had happened to the Modrons over the last half decade was generally unknown. Despite being the spiritual staple of Mechanus, Plane of pure order, their appearances in the outlands had been in decline for many years. Nowhere was this more noticeable than in Sigil, City of Doors, The Cage, The Great Donut, The center of the multiverse. While Modrons were rare even in Sigil, they were still seen now and again as agents or observers. But as the planes changed, so Sigil changed with them, and pure alignment based universes began to see themselves shrink, to make way for new planes of existence like the Shadowdark. In times like these one expects change. Alas though, we were still without an answer: What had happened to the Modrons?”

- Gunter Mackapee – Case Notes: The Foltsom Wainright Case, for submission of review to the Mercykiller Factol



I'm a massive fan of Planescape: Torment. I won't hide that fact. It's my favorite game of all time, and with it come the fondest memories. As a work of fiction, its probably influenced me as a budding writer more than any other piece of literature I've consumed. So naturally, I had to have a jaunt to Sigil and the planes at least once during this campaign. This entire session itself was seeped with nostalgia for Torment, though few of the players themselves felt the benefit of this.

The session began with the group discovering the mechanism of the map room. It's encoded with three languages; Ancient Elven, Ancient Abyssal and Binary. The group recruits Kerris, the elderin codebreaker, to aid them, but he reveals that he can't crack the code without knowing a translation for the cipher, text surrounding Magnus Fallon's original map. Kerris says he'll get to work, but recommends that if you want obscure translations sorted, then you need look no further than Sigil, the titular city built inside a spiral at the center of everything.

For transport, the group get Azreal to track down his some time lover, Spelljammer Captain Sofia Sloan. Sofia is, as usual, bootlegging throughout the multiverse, and agrees to give the group a lift to Sigil, while Jocasta and co stay behind to keep an eye on Kerris. The Spelljammer takes off, and the team have to pass a will check to keep their astral sea legs or throw up as a consequence. During the journey they must do battle with an Astral Dreadnought, though they just have to hold their own for a set amount of turns rather than kill it outright.

Arriving at Sigil, they check in at the Touch of Fey bar with Sofia's associate Harry, who I put my best Ron Pearlman voice on for. Harry can hook the group up with some people who can translate two of the texts, but needs a few favors in return. Azreal, Trust and Cardia leave this session head for a gate town called Dast to deliver a message for Harry, Leaving Megi, Nazrin and Nero to look into some recent thefts. Nazrin, led on by memories of a previous life, finds the fallen Dabus Fell, who creates some powerful tattoos for the group, based upon past experiences.

Tracking down the thief, it seems, whoever he is, is working for a gang known as the beast men. The three infiltrate their headquarters and find that it is the thief is the tiefling Tristan, who has been press ganged into service by the beast men. Megi wants to kill him, but fortunately Nazrin remembers she's Lawful Neutral and forbids it, this still doesn't stop Megi setting fire to his pants though, and Nero, rather unprovoked, punching him in the face. Some bystanders see this, and the formerly well thought of noble starts to get a bad reputation.

With that favor sorted, Harry refers the three to the Society of Sensation, where one of their lecturers, in return for some more of those sensory stones, reveals there is a sole Modron holed up in a secret vault in the undercity. The team battle carrion crawlers and undead in the crypts under the city, where they eventually locate the vault. Inside, a lone Modron has been left with some drones to maintain their presence. The Modron recognises Nazrin from a past life, and is prompted to play a holographic recording by Magnus Fallon. It is revealed that the two had worked together in one of Nazrin's past lives, and that in order to use the God Maker, the precision of Mechanus would be required. The Modron serves this purpose, but can only be fully activated by the genetic structure from two of Fallon's descendants.

The session ends with the binary encryption translated, and more questions than answers.

Music used:


I went hell for leather with the Planescape: Torment soundtrack on this one, which I think drew everyone in. Also used some of Vangelus' Blade Runner Volume 3 for the Spelljammer sequences.


What worked:


This was probably my second best session of the entire campaign. Everyone bought into the quirky Planescape setting. Fell's stat boosting tattoos worked really well and gave everyone a feeling of extra power as well as the personal investment of each boost being unique based on the character and actions they'd taken in the past. The goals were clear and worked well. The combat short and sharp, and the Modron sequence really brought Nazrin's previously indifferent character into her own. Sofia's return also went down quite well as a secondary character (well, nobody tried to kill her at least, which is the best I could hope for at this point).


What didn't:


Summoning Sofia and her Spelljammer was somewhat contrived and convenient, I think I could have come up with a better way of bringing her into the story. As with Carnack's eleven, most players just wanted to kill Tristan, and if it wasn't for Nazrin I would have had a hard time keeping the guy alive.