Saturday 2 February 2008

Fireday the 5th of Vatelion, 2044.
The bizarre events of the day hang in their minds; the pickpocketing, the simultaneous mugging attacks, the proclamation of a new thieves guild. The party return to the cathedral to rest. Xavier mentions that he, uh... found some items that he wants to share with the group. Fair's fair, and one for all, and all that. The finger of suspicion is lifted. Wanda identifies the magical items rescued from the ulcer.
  • 200 platinum pieces.
  • A pick of climbing +5. The handle is plain, but the head is slightly curved and serrated, as if designed to bite into a surface.
  • A warhammer +1. The head of this weapon has been expertly shaped into a balled fist.
  • A hot, broken axe blade. Judging by its weight and shape, this appears to have once been part of a dwarven waraxe. The front half of the broken edge seems to be chiselled flat as if the blade was sundered by another huge, incredibly sharp bladed weapon. The metal along the back half of the break is twisted and fractured, indicating the blade was then bent and torn or wedged apart. But even more intriguing is the fact that this blade radiates heat like a hot rock; it cannot be held in bare hands for more than a few seconds. It must be wrapped in cloth to handle it, and its warmth can be felt on ones back through their backpack. This axe was clearly once magical, and although now bent and destroyed beyond functional use, whatever magics once fuelled this powerful weapon still smoulder at its core.
  • +1 full plate armour
  • +1 large metal shield
  • +1 longsword
  • Boots of striding and springing. Grants +10 to movement speed and jump checks.
Þórhal and Laén discuss the distribution of the aforementioned items, and decide to let a friendly sparring match decide the outcome. Tungdil and Milo decide to go and find a beer. As they step into the main foyer they spot a young street urchin reaching into the donation jar! He looks up, sees the angry dwarf, and bolts like a frightened deer. Milo and Uther follow into the streets, dodging pedestrians, carts and stacks of crates. Tungdil falls behind, however with the help of his new boots, Milo's little feet become a blur across the cobblestones. The urchin scrambles over a pile of boxes. Milo gives a burst of speed and jumps. To his unspeakable surprise the rush of wind fills his ears and the ground falls away below him. Milo ascends to several yards in the air, arcing up and over the boxes, like a halfling cannon ball, then tumbling and wind milling wildly as he begins his descent, finally landing with the force of a hammer into the back of the fleeing beggar. Milo finds a grip, and hangs as they both come crashing to the stones.
Milo pins the beggar to the floor and pries the stolen coppers from his clenched fist. The beggar's name is Midd. He is very sorry about stealing from the donation box, but he was hungry and needed to eat. Midd recognised the dwarf and the halfling at once, and is in fear for his life. He grovels in fear. He begs for his life. He wets himself. He just wanted to eat. He's never had any luck. Life's just not fair.

Tungdil arrives, panting, and sees the flailing, soiled, teary eyed beggar, sighs, and lowers his axe. "It's not my fault! I never wanted to be a beggar. All I want is a chance. One lousy chance." Tungdil and Milo exchange glances. Midd starts to cry. Tungdil pats Midd on the shoulder. "There there..." Midd looks up at Tungdil, his dirty face streaked with tears. "But wait! You're staying at the cathedral, right? Maybe... maybe I could become a monk. You guys are big heroes that they'd surely listen to. That would be so great! Clean clothes, regular meals, health care. I could change my ways. I'd learn the ways of god, and convert. Or revert, or whatever. I'd do it!" Tungdil and Milo carefully step back away from Midd, who reaches out and hugs Tungdil's leg. "Please! You could do that for me. You could give me that once chance I've never had! Otherwise I'd have to go back to begging, and living on the streets, and stealing from the donation box to eat." Tungdil scratches his beard. Milo looks at him blankly.

Milo and Tungdil knock on Cardinal Gleam's door. 'Enter.' They enter, followed by a dishevelled, dirty young man. Glean raises an eyebrow. Things just keep getting weirder and weirder.

And so, the group take Midd under their wing. Tungdil and Milo accept responsibility for him, and agree to pay for his robes. They wash him, shave his head, and start him on the path towards monkdom. They go to bed tired, worn out, but satisfied. Good has triumphed this day.

Wake up. Þórhal opens his eyes. A figure is sitting patiently on the chair by his bed. He sits up. The man introduces himself as Tiremy from the thieves guild. He explains that the existing Thieves Guild has learned of a new guild being started, and that naturally this potential threat needs to be expunged. Tiremy explains that he would be most grateful of any relevant information. Certainly more grateful than if no information were forthcoming. The Guild would see it fit to exchange such information with a suitable reward. It would certainly be in everyone's best interests to find out who is starting a new thieves guild. Tiremy leaves, Þórhal goes back to sleep, and Laén returns to his meditative state.

Waterday the 6th of Vatelion, 2044
The next day they take Midd to see Blind Old Joe, one of Midd's acquaintances from the beggars. Tungdil eventually pays him enough, and the old man tells him that they have been targeted for an attack this evening. Sure enough around lunchtime, a young boy delivers them a note that an informant wishes to meet them regarding the new thieves guild in the Hog's Head inn, in the poor quarter. The party decide to go, but stock up on potions in preparation for an ambush.

The party find the inn at around the appointed time. It's an old beat-up place with tough looking locals drinking at the bar and eating at the big round tables. The door swings open as Milo the halfling strides in a tavern full of human ruffians. The room falls silent. Casually, Milo strolls across the room and sits himself at the bar between the two biggest, ugliest brutes in the bar. 'A beer' he tells the barman. The rest of the party enter and seat themselves at the centre table. They order drinks and Þórhal disappears to the lavatory to relieve himself.

'Hey! What do you think you're doing in our tavern, little man? We don't serve your types here.' The brute to Milo's right shoves him, spilling his beer. Milo shoves back, and the room erupts into violence: Tonight, The Bar vs The Weird Foreigners. Fists fly in all directions. Mugs, ashtrays and chairs are thrown and swung and smashed. Someone gets knocked unconscious.

But not everyone joins the fight. Two groups of reserved looking guests still seated, watching the brawl intently. Then the door swings open and four serious looking thugs enter, armed and armoured, weapons drawn, and death in their eyes. The remaining seated guests pull out weapons. Then they charge.

The friendly brawl has just been upped a notch. Most of the brawlers realise this, make some excuse about it being late, and leave quietly. The party draw steel and fight back, slashing, stabbing and impaling their assailants until none remain. They revive one, but learn only what they knew already: That a halfling is setting up a new thieves guild, and hired them to attack the party. This is leading nowhere. How frustrating.

The party search the bodies, pay the barman something to repair the bar, and leave. *Thud* Xavier gets hit with a poisoned crossbow bolt, but manages to fight off its effects. The bolt seems to have been fired from somewhere far in the distance. Cautiously the party return to the cathedral. They take shifts guarding the door to their room.

At some point during the midnight shift, Þórhal is approached by a small child, who explains he is new to the cathedral and is looking for the bathroom. Thorhal fails to notice the slight strain in the child's voice, nor the fact that the child is studying him intently, and shows him the way to the bathroom. The conversation stirrs Laén into alertness. Something isn't right.

Þórhal points the way. "It's just through that door and to the le... *ghaaarrgh!!*" His front erupts in pain as the child's dagger pierces his ribs, seeking his heart. Þórhal's body fights against the nervous shock that could have killed him instantly, and then once more to reject the poison on the blade. Thorhal roars in pain, and the child sprints across the room towards a large stained glass window, his wig falling from his head. It's the halfling! Thorhal draws his weapon and follows at superior speed, slashing at him several times. Laén grabs his bow and fires several arrows at the disappearing figure.

The halfling sprints towards the window and jumps through it, sending multicoloured shards of shattered glass flying. He mutters something in the air as he falls, and drifts the last few feet to the ground. As Þórhal reaches the window and looks down to see the halfling look back up at him, scowl, then limp into the darkness.

Laén searches the grounds and tracks his footprints as far as the street. The halfling appears to have gone. Priests emerge from their rooms, awoken by the disturbance. Eventually everyone returns to their rooms, and the party pass the night uneventfully.

Iceday the 7th of Vatelion
The next morning Cardinal Gleam speaks with the party and asks them about what happened during the night. They explain what they know, though it appears that the halfling is targeting them specifically for some reason. Gleam is concerned about the safety of the priests, and about property damage to the cathedral. Regretfully, Gleam asks the party to find alternate accommodation for a few days until things quieten down again. The party pay for the repair of the stained glass window and agree. They pack everything into their cart and move out.

As they lead their mule through the streets with their possessions, a rumble is heard high on the roof overhead. They look up to see several large falling objects above their heads, accelerating towards them at the speed of large falling objects. Þórhal, Xavier, Laén and the mule all get hit. The water barrels smash on impact, breaking bones, bruising flesh, and spraying the street with water. Presumably it was the halfling again, however all of the houses on the block are connected, so he could have found any number of escape routes. That said, the party get the feeling that he's not far away. Xavier uses a potion, and although it magically heals his broken rib, he notices the faint taste of bitter almonds. The party arrive at the inn soaking wet, sore, and very grumpy. They check into their rooms, stable the mule, then begin the task of trying to track down this halfling that has been causing them so much grief.

The halfling strikes again as they move through town. They are moving another of Belm's many long, narrow, curving roads when they hear galloping in the distance. An out of control two-horse carriage appears around the bend, heading their way at top speed. The horses are both panicked and franticly cantering as fast as the carriage will allow them. Þórhal, Xavier and Laén climb up drainpipes. Milo performs an almost impossible feat for a halfling, and jumps to grab a 10ft high window ledge, pulling himself up and out of harm's way. Tungdil draws his axe and hacks into the nearest front door, but doesn't quite manage to smash through it with one blow. Tungdil gets pummelled under the feet wheels of the carriage, and emerges dirty, bruised, beaten, and bloodied. They notice that the horses had crossbow bolts in their flanks. The door swings open and an angry resident appears. Þórhal gives the woman some money to pay for the door, and she shuts up and goes away. The party press on.

They find the intersection with two startled owners. Seems that the horses just reared and took off. Luckily nobody was hurt. Tungdil grunts indignantly. The party figure the halfling must be here somewhere. There is an inn on the opposite corner, and Laén moves across to begin searching. A bolt is fired through the shutters on a first floor window, striking Laén in the neck. He grabs his throat and keels over into the street. The party charge inside the inn and up the stairs, carefully pouring a healing potion down Laén's throat as they pass. Laén regains consciousness, but stays in the street, ready to prevent the halfling's escape. The faint after taste of bitter almonds clings to his mouth. Strange.

The party emerge on the roof. There's a 10ft gap to the next building, and a plank has been laid across it. There are some boxes a farther back, and it seems obvious the halfling would be hiding there, if anywhere. Tungdil carefully starts to cross, but thinks better of it when the plank cracks loudly under his weight. He returns down the stairs to the street level. Milo gets across without any trouble, and Xavier and Þórhal jump. Sure enough, as Xavier approaches the boxes a crossbow bolt shoots at him, but is fortunately poorly aimed and glances off his armour. The halfling runs for it, jumping off the roof and activating his featherfall in mid air. Þórhal jumps after him, activating his fall-like-a-rock ability and smashing into the halfling as he plummets to the ground, 40ft below, with a crash.

...to be continued...

  • Obstacles Overcome:
    Catching Midd, CR? => 150XP for Tungdil and Milo
    Pub brawl, CR8 => 5400XP/5 = 1080XP (3rd level) or 4800XP/5 = 960XP (4th level)
    Falling water barrels, CR1 trap => 300XP/3 = 100XP for Þórhal, Xavier and Laén.
    Runaway carriage, CR2 trap => 600XP/5 = 120XP

    Xavier & Laén = 4950XP + 1080XP + 100XP + 120XP = 6250XP (level up!, 6% to level 5)
    Þórhal = 7386XP + 960XP + 100XP + 120XP = 8566XP (64% to level 5)
    Tungdil = 8373XP + 150XP + 960XP + 120XP = 9503XP (87% to level 5)
    Milo = 7207XP + 150XP + 960XP + 120XP = 8437XP (58% to level 5)
    Uther = 7207XP (30% to level 5)
    Wanda = 8273XP (57% to level 5)

  • Treasure & Balance
    I find that using the treasure tables in the city limits is a bad idea. The thugs from the pub brawl were desperate mercenaries trying to gain entrance to a new thieves guild. I generated the treasure from the treasure tables, and the party ended up with several gems worth 500gp and huge amounts of gold. If the thugs were that rich they could have bought themselves a decent education, maybe a small plot of land, or at least set up a small business. It's more work, but I will generate the treasures myself in future.

  • Big wheels keep on turning...
    These mini-quests are essentially railroad adventures. I lead you into traps, ambush you, snipe at you, drop barrels on your heads, and run carriages over you. There's not much that can be done about it, except to survive and endure until this halfling assassin makes a mistake. I think that many of the adventures in the Echoes of Heaven are fairly linear. But aren't most campaigns that way? What do you think?

  • Fun and Games
    I think there was more in-character roleplaying this session than open-a-can-o-whoop-ass monster-busting. I liked the bit with Midd. There was also a 'sparring session' between Þórhal and Laén to determine who was the greater fighter. I liked it, but I wonder what you all thought of that. Was it boring? Do you want more ass-kicking action in future?

8 comments:

Alex Schroeder said...

I liked the sparring, but I suspect that Laén (or Stefan) did not. Otherwise I would have asked for lessons (or offered some), and we would do all sorts of training together. Where is that paladin Korban?

As for the kicking-ass part: I like to kick some ass now and then, but I'm happy with the current enemy density.

As for the encounters and the linearity: If this adventure is event-based then there's nothing to be done between events. I don't mind that if we know that we're on the right track and not supposed to be searching for clues or doing something else. Perhaps I would have felt better if I had the impression that we were "closing in" on our halfling friend.

I liked the part about the kid in the night leading me into a trap. I would not have made as many Sense Motive rolls. I knew it was a trap, so bring it on! :)

As for treasure: Consider calculating the treasure for all the minions and mooks but putting it all into the boss hoard and maybe hide some of it away so that chances are high that only a rogue will find it? Makes rogues useful and doesn't strain suspension of disbelief.

I you keep writing such detailed reports, you'll burn out soon, I predict. :)

Thanks for writing them!!

Anonymous said...

First of all: I like mini quest and I like in-character roleplaying. Those are the flesh around the bones of the adventure. Miniquest, however, should for the most part not be apparent as such. Otherwise its more like: 'Come on, get it over with, I want to know what happens next'. That's ok with me when it happens from time to time. But if it is always like this, it's not very exciting.
The thing with Midd for example was great. I think it started merely as some small entertainment for two players and in the end introduced a potentially important person to the game: Blind old Joe. That was just awesome! I don't know whether it was a planned encounter, but the story felt very 'alive' then.

I have no idea how you guys feel about it, but personally, I also like to hear about things like the weather if it adds to a situation. Is it all grey and raining on an important day? An ill foreboding for events to come? Or is it bright and sunny, perhaps a deceiptful atmosphere? Does a heavy downpour start while we roam the streets looking for the Halfling? Perhaps we are able to pick up a new hint in the tavern where we seek shelter from the rain. Perhaps incidentally, the Halfling enters, also having been surprised by the unexpected downpour. Perhaps we even see him before he spots us... Those are the unexpected twists and turns of an adventure I enjoy very much.

I don't have the expectation to sit back and get 'entertained'. I am perfectly fine with having to 'work' in order to achieve a goal, e.g. finding the Halfling. A linear plot is fine as long as we don't get the feeling that we cannot do anything anyway or that we have to sit and wait until something happens. Take Blind old Joe for example. He's there now. We might as well use him. He hears things (and we know that he does) and he might also be a way for us to close in on the Halfling. If we don't catch the little bastard now, blind old Joe might be the person to get further information from. I think it is natural that players try to break out of the plot now and then. Why not let them?

Regarding the little sparring between Laen and Torhal. I enjoyed it, Laen did not :-) Not because he lost, but because he thought it was completely unnecessary. He played the game, but did not like it. The party got some treasure and they shared it without ever even talking to Laen about what they are doing. In in the end, Torhal holds 3 very valuable items while Laen gets none. He would have expected Thoral to be a little more thankful for his rescue. He was not and Laen tries to find out what that means. Can the human fighter be trusted? ;-)


You run the game very close to the rules (as far as I know about them). In some situations I would be more comfortable, if they were not that obviously present all the time. Take the tavern brawl for example. Perhaps from a technical point it did not make a difference, but Laen was very watchful of his surroundings when the fighting started. I did not ready an action, but was still a little bit disappointed when being ready to act did not make any difference. Someone knowing the rules better has an advantage here because he knows the technical consequences of his actions.

Please don't misunderstand me. I enjoy the game as it is very much. But you did ask for feedback :-)

Cheers and thanks for the great wrap-ups!

Stefan

Marco said...

Hey, awesome. Thanks for taking the time to write. Actually I value the criticisms more than the complements at the moment. I'm inexperienced and I know I'm making mistakes (even if you don't notice them... tehehe). Critical feedback lets me know how much people are really liking the game and what I can improve on.

There are some good points.

People seem to like the characters I'm putting in there. Old Blind Joe was an ad-hoc addition, and I'm pleased that it worked out. I enjoyed playing him. :) I'll keep doing that.

I had a yack with Alex. What I need to do is control the distribution of treasure. The poor get poorer, the rich get richer. C'est la vie.

Regarding rules, yeah I'm a bit inflexible there. But I like things to make sense. In Laen's case, you need to make your intentions clear. If you want to appear to be drinking an ale, but actually have an action readied, why not? Make a bluff check. :)

Something I've spoken with Alex about is cinematic combat. When Thorhal dove off the 4th floor to grapple the floating halfling, I didn't let him attempt a grapple. I should have, because it encourages cool stunts like that. There's a certain art to coming up with on-the-fly rule adjudications like that.

In future, I want to start awarding Cinematic Points for pulling off really cool stunts. We can discuss that later though.

Yes, you're right. Weather is something I want to incorporate more into the game, because it adds a lot more atmosphere to the game, and can make a lot of difference to the adventure. The DMG has some notes on weather, but I don't understand how it's supposed to be used.

I guess railroading is inevitable to a certain point. I think I need to be more flexible in allowing things to work out differently though. But then again, if you've been feeling a bit picked on and helpless, good. You're supposed to. :) It won't always be like that.

And as for the write-ups, yes. I write too much. I'll try to gloss over things a bit more. I like getting engrossed in the details, but I look up and it's 4am. Not good.

I'll finish the rest of the session report when I'm able.

Thanks,
-Marco

Alex Schroeder said...

As for the weather: I just have a little calendar where I take notes and where I sometimes have timelines for other events taking place. Before we play, I take into account the season, and distribute sun & rain at random: Three days of rain, 2 days ok, 3 days hot, 1 day thunderstorm, 3 drizzle, 5 days ok, 2 days hot, etc. It's just random based on what I expect weather to be like in Switzerland. ;)

Anonymous said...

I don't think that railroading is inevitable. I think people will fall for traps, but if they want to walk away from them, let them. It's far better to let characters walk away from an adventure than to make them feel forced by them, IMHO.

Robert Defendi

Marco said...

Hey, thanks for the comment! Hmm.. I think you're right. Railroading is ultimately brought about by lack of DM's imagination.

My feeling so far is that the characters have eagerly bitten into everything I've passed under their noses, so I may have lead them by the nose here and there, but railroading isn't such an issue. Coming up with a couple of simultaneous quests would provide some more choice though. So far it's been one after the other.

Alex Schroeder said...

We're getting into DM advice territory here... Personally I find that there is plot development and roleplay on two levels: On the microlevel, we're roleplaying with each others during and between fights and the micro plot centers around the question of how to defeat particular challenges. On this level, rail-roading is a non-issue. This is fun.

On a session or campaign level, we roleplay by making choices about our character development, relations, allies, enemies, affiliations, and by choosing the dangling plot lines to follow, changing the world as we move along. This can be fun as well. I think the common use of the term "railroading" refers to the reduction of choice on this level. If there's just one plot line to follow, then you're on a railroad.

To me personally, being on such a railroad does not detract from the fun. If I don't like the railroad, I might ask the DM to change where the adventure is going. The DM then has some time to think up a different railroad. Fine with me! Basically the DM is telling a story, and we're on a quest through it. I'm perfectly fine with this.

As a DM myself, I like to offer multiple plotlines for players to choose from, and feedback has not always been positive. Players feel daunted by the half score of problems that are still unresolved. And offering multiple plots involves either wasted work for the DM, or a certain amount of improvisation as all options are only roughly prepared.

There is on "correct" answer to this. Every DM needs to find his place. If you want perfect preparation, then I think you will have to limit the plot lines. If your players feel entertained, fine. They can make tactical choices, then can roleplay within the party and with the known NPCs of the campaign, and so on.

If players want to change the direction of the game, you can still do that with some lead time for prep. This avoids the big problem of railroading players down a road they don't want to go.

If your players want more spontaneous choice, and you're not prepared to do a lot of impro, then this gap will be irreconcilable. There is nothing that you can do. Accept it, and move on.

Anonymous said...

Yeah, there are times when players have gone off on their own and I've had to say, "You, know, let's call it a night. I'm going to need to put something together." That's okay. Other times I just improv the new direction. I have players break out in new directions all the time, especially in the Adventure Seed products, players will sometimes go off in the most interesting directions.