Yoggx't: Has died because of a crossbow bolt to the face. Sad, but necessary, as his player wants a new character, namely...
Tyr: A Sprite-blooded (custom player race of my own design) Sorcerer of the Sylvan bloodline Who has a hatred of evil to the point of hating Shady (LE) and anyone associated with him. Usually refuses to cooperate with his plans.
Skuld Norn: A human cleric of Sarenrae, somewhat of a racist, but usually gets over it after having a few drinks with a member of said race. Boisterous and loud, as well as very resourceful. Easy to get along with.
Sir Schmoopy: An impulsive and hedonistic Half-Orc Barbarian who enjoys the rampant delights of a good old fashioned bar fight. Also likes simple pleasures, such as breaking doors, breaking bones, breaking bar counters, breaking tables...
Also, Mr. Toad has dropped out of the game, citing personal reasons.
Sunday, June 24, 2012
What to expect when you're DMing.
I know it's been a while since I posted here, and I apologize for that.
Recently, I find i'm learning more and more about not only being a DM but also a writer. Case in point, this last week's game.
I had planned out a short adventure hinging mostly on rescuing a gnome from the camp of a group of oddly well-organized goblins. (Lesson learned: The PC's are getting really freaking sick of goblins.) The way the PC's found out was by a gnomette(?) who they found wandering into their camp asking for food. After sharing their food with her, she told them her sad story of how she worked with a group of bandits, who had all been captured by said gobbies. This gnome, (Sercica, by the way) had been saved by the only other gnome in the group, Elkel, who being a gentleman, swiped the key to their manacles from the guard and unlocked hers, snapping the key in the process. She had since managed to put the key into a solution that should restore it, provided it stayed in a small box up until the manacles needed to be unlocked. She wanted the PC's to head into this camp and rescue Elkel for her. Shady is extremely interested because Elkel is supposed to have a magic compass, which Shady is looking for (there are several).
This is the bit I had been worrying about since I started writing this adventure. The plan was for Sercica to draw out the map (and OOC, I to draw the battle map) right there in front of them, as she recalled the goblin camp.
To my surprise, this part actually worked out amazingly well. Shady and the monk in particular took to this like a moth to flame, demanding details like how often guard's watches changed, exact locations of campfires, the range of goblin darkvision, leadership organization etc. etc. and the players were actually having a ball with the part I thought would be most difficult for them. (Lesson Learned: Players like feeling like their plans and ideas have weight. Which they should.)
So they head to the encampment, and start off the plan. Shady starts using Drow Poison to knock out a few of the guards, with the intention of slipping into the leader's camp and capturing him as a hostage. Both goblins fail their initial saves, and he gets in no problem. He finds the leader has a blindfolded homunculus, who assumes Shady is one of the goblin captains and ushers him inside. The leader is turned away from the door, Dr. Evil style and is scribbling out notes about finances. This exchange happens.
Leader guy (Cadmus): Ah, yes, Captain Clicks, right? We haven't spoken for a long time. Tell me, how is your son doing.
Shady: I don't recall having a son, sir.
At this point, I have to take a second to collect my thoughts. Shady has absolutely NO idea who this guy is, and yet, OOC, has managed to completely see through my bluff. It was actually incredibly impressive.
Long story short, he catches the guy off guard, knocks him out, and drags him out as a hostage. Meanwhile, outside, crap has hit the fan. One of the goblins has made his secondary save, and has woken up after 1 minute, and alerted the camp. The group has made a few contingencies for this, and activates a makeshift flare on the opposite side of the camp to distract them all. The whole group goes to the prisoners, finds Elkel, and gives him the box, which he opens and digs out the key, which is swimming in "Solution" He just manages to sputter out that Sercica tricked them all and that she swiped his key and his compass before the contact poison, made from alchemically dissolved cold iron, kills him.
Doing what they can for the rest of the prisoners, they manage to escape, dumping Cadmus in a hole as they go, and return to find Sercica still at their camp, feasting on their food.
After a few rounds of gnome punting, they let the remaining bandits take her away. And there was much rejoicing. (lesson learned: People like seeing the bad guy get theirs at the end.)
P.S. we have a few new player bios that need to go up, I'll get on that very soon.
Recently, I find i'm learning more and more about not only being a DM but also a writer. Case in point, this last week's game.
I had planned out a short adventure hinging mostly on rescuing a gnome from the camp of a group of oddly well-organized goblins. (Lesson learned: The PC's are getting really freaking sick of goblins.) The way the PC's found out was by a gnomette(?) who they found wandering into their camp asking for food. After sharing their food with her, she told them her sad story of how she worked with a group of bandits, who had all been captured by said gobbies. This gnome, (Sercica, by the way) had been saved by the only other gnome in the group, Elkel, who being a gentleman, swiped the key to their manacles from the guard and unlocked hers, snapping the key in the process. She had since managed to put the key into a solution that should restore it, provided it stayed in a small box up until the manacles needed to be unlocked. She wanted the PC's to head into this camp and rescue Elkel for her. Shady is extremely interested because Elkel is supposed to have a magic compass, which Shady is looking for (there are several).
This is the bit I had been worrying about since I started writing this adventure. The plan was for Sercica to draw out the map (and OOC, I to draw the battle map) right there in front of them, as she recalled the goblin camp.
To my surprise, this part actually worked out amazingly well. Shady and the monk in particular took to this like a moth to flame, demanding details like how often guard's watches changed, exact locations of campfires, the range of goblin darkvision, leadership organization etc. etc. and the players were actually having a ball with the part I thought would be most difficult for them. (Lesson Learned: Players like feeling like their plans and ideas have weight. Which they should.)
So they head to the encampment, and start off the plan. Shady starts using Drow Poison to knock out a few of the guards, with the intention of slipping into the leader's camp and capturing him as a hostage. Both goblins fail their initial saves, and he gets in no problem. He finds the leader has a blindfolded homunculus, who assumes Shady is one of the goblin captains and ushers him inside. The leader is turned away from the door, Dr. Evil style and is scribbling out notes about finances. This exchange happens.
Leader guy (Cadmus): Ah, yes, Captain Clicks, right? We haven't spoken for a long time. Tell me, how is your son doing.
Shady: I don't recall having a son, sir.
At this point, I have to take a second to collect my thoughts. Shady has absolutely NO idea who this guy is, and yet, OOC, has managed to completely see through my bluff. It was actually incredibly impressive.
Long story short, he catches the guy off guard, knocks him out, and drags him out as a hostage. Meanwhile, outside, crap has hit the fan. One of the goblins has made his secondary save, and has woken up after 1 minute, and alerted the camp. The group has made a few contingencies for this, and activates a makeshift flare on the opposite side of the camp to distract them all. The whole group goes to the prisoners, finds Elkel, and gives him the box, which he opens and digs out the key, which is swimming in "Solution" He just manages to sputter out that Sercica tricked them all and that she swiped his key and his compass before the contact poison, made from alchemically dissolved cold iron, kills him.
Doing what they can for the rest of the prisoners, they manage to escape, dumping Cadmus in a hole as they go, and return to find Sercica still at their camp, feasting on their food.
After a few rounds of gnome punting, they let the remaining bandits take her away. And there was much rejoicing. (lesson learned: People like seeing the bad guy get theirs at the end.)
P.S. we have a few new player bios that need to go up, I'll get on that very soon.
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