This being the first of a few play session reports written for the Reins of Darkness campaign, originally posted on the Obsidian Portal account used for the game. This first session was run by me, and tried to highlight as many of the underlying elements and weird rules of the campaign as possible for the other players. Enjoy.
The Conquest of Thorn Island
A.k.a. KICK OPEN THE DOOR AND RUN!
Whether long-time members of the resistance or new recruits, you are all bound together in your opposition of the Dark Lord. For 1000 years, the Dark Lord has ruled supreme in the land, his armies unmatched and his will unquestioned. All that changed a year ago, however, when the Giants, the Hu-Charad, “stewards” in their own tongue, landed on the dark shores, sailing across the Eastern Sea. Soon the ancient cities of men were rebuilt as strongholds of these invaders and the armies of the Dark Lord broke upon their walls like the waves before their ships. At last their was a glimmer of hope…
Ulfen the wildlander, Alex the truespeaker, Alpha the witch, and Erithon the swordsage were called by Anansi, the sibeccai steward of the giant enclave.
“We have a problem,” he said. “Recently several of our inbound ships have been attacked by forces of the Dark Lord. While they are not great shipbuilders, these orcs and dwarves have proved surprisingly effective at harrowing our ships from their skiffs and war-canoes. Thorn Island in the center of the bay holds an old keep and lighthouse, if we could add the keep to the Enclave, we would have an excellent position from which to control the bay and defend incoming reinforcements. Unfortunately, a scouting party has informed us that the keep is overrun with the Fell—enough that we suspect a Necromantic Conflux to be present on the island. If we are to take the island, you must find the source of the conflux and destroy it. We’ve arranged for some gnomes to take you across the bay, so as to draw less attention from the Dark Lord’s raiders. Be warned though, any who die on Thorn Island will rise to haunt us further.”
So informed, the four would-be heroes gathered the provisions they thought necessary and set out from the north gate of the enclave, making their way a mile up the shore to a copse of pine trees where they met Merlkir, the gnome smuggler who had been hired to take them across the bay. They shipped the gnome’s small boat and he took them far out into the bay, landing them on the seaward side of the Thorn Island…and promptly hid himself and the boat under a carefully camouflaged tarp.
The party made their way around to the front gate of the old keep, where Alpha found a fairly recent elf corpse, which he promptly urinated on, then looted—obtaining a small scrap of parchment with several symbols on it. Alex shoved on the gates, which collapsed in a heap, and stepped inside out of the wind to light a torch, discovering that the symbols were words of the True Tongue which could grant power over the undead.
…and just in time, as the torch-light drew the attention of nearly a dozen shambling maegral. Ulfen spotted the creatures at a considerably distance and the party peppered the slow-moving corpses with arrows before they finally came within the torch-light, where Alex invoked the word “Lux” to force them to parley—suggesting that they go out and feast on the elf corpse.
With the maegral thus distracted, the party headed strait for the central tower of the lighthouse. As they reached the door they heard terrible howls, grunts, and splashing noises as nearly three-score orcs landed their war-canoes on the shore of the island and were immediately met by the zombies that the party had sent outside.
The party ducked into the building and barricaded the door behind them. They then began opening—and promptly slamming doors. Behind the first they found a horrible horned beast standing before a fire-blackened altar (shut that door). Behind the second they found a pair of grotesque dog-like creatures which spit globules of sticky, corrosive goo at Ulfen. Erithon cut Ulfen loose and slammed that door too. Behind door number three they found an ancient armory, thankfully free of disgusting monsters, rushed in and closed the door behind them.
As Alex piled broken weapon racks in front of the door and Alpha healed Ulfen, Erithon searched the room and found that one wall was illusory. The party piled into the hidden chamber behind it and waited for several minutes until the sounds of battle and the screams of dying orcs had ceased. They finally emerged to find the door of the tower smashed open from the inside, apparently by a pair of salt-crusted orc corpses that they had ignored earlier, and the courtyard littered with the smashed and hacked-up remains of 45 dead orcs, 20 maelgral, and a pair of salt-mummies.
They looted the orcs and headed back to the chapel, prepared to face the horned thing before the altar. When they walked into the chapel, the thing did not move other than to watch them. After attempting to address it in several languages, it responded in fluent Truespeak, informing Alex that it was the remnants of the spirit of Amon, the god of the sun, and the first deity to fall before the onslaught of the Dark Lord a millenia ago. His holy light house was overrun and he manifested to personally challenge the Dark Lord’s armies and was cast down. Alex asked how he might be freed and he responded simply “Light”.
The party looked up at the collapsed remains of the light house and tentatively considered scaling the tower to light the lamp…only to think better of that idea when the horned thing belched fire at them. Retreating outside, they decided to check the smaller buildings surrounding the lighthouse tower.
The first they checked was an old barracks where Alpha was greeted by a hungry, ghostly apparition that sent him running, screaming for the gate. Erithon intercepted him and the party cautiously entered, Alex again invoking the words of parley and warding. Hundreds of spirits poured from the walls, surrounding the party, but were held at bay by the words of creation. Ulfen entreated them in the Black Speech and they responded with a cacophony of wails and lamentations, revealing that they were the spirits of the Dark Lord’s armies that had assailed the keep. When Alex introduced himself as “the bringer of light”, he was greeted by more wailing and was directed to a single floorboard which seemed somehow untouched by the ages.
Beneath the floorboard the party found a dragon-leather bag containing a single pearl which glowed with a brilliance so penetrating that it could light even the largest of castles. The glowing pearl blinded Ulfen, caused the spirits to evaporate like so much fog, and seemed unimpeded by any barrier, even the heroes' own bodies.
So armed they marched back into the chapel, Alpha leading with the pearl in one hand and an orcish shield in the other. On seeing the pearl’s brilliance, the horned beast charged strait at Alpha, slamming into his shield with such force that he was driven several inches into the ground, but somehow unharmed. Ulfen moved around to flank the beast, but saw that, in the light of the pearl, the altar’s surface seemed polished and…mirror-like…and knew at once that the Dark Lord was aware of their presence.
He rushed to smash the black mirror that was the altar, hammering on it with his waraxe, while Alpha and Erithon kept the beast busy.
Alpha tossed the pearl to Ulfen, who, blinded by its light, missed, causing it to spill onto the altar before rolling away. As the pearl hit the altar, Ulfen saw that altar’s surface ripple, like a stone thrown into a pond. He grabbed the pearl and slammed it on the altar as Alex invoked a word of empowerment.
The altar exploded as if struck by a boulder, a wave of reflective black liquid-glass washing over the room. Followed, strangely, by the sudden appearance of a charging horde of heavily armed and armored giants…
Within minutes the keep was cleared and secured, and the giants set to repairing the walls and tower. The pearl was set into a sconce at the top of the light-house, bathing the entire island, the bay, the city on the shore, and the sea for miles around in its brilliant white radiance.
…suck that Lord of Darkness!
Saturday, July 13, 2013
Thursday, July 11, 2013
The Reins of Darkness
Yes, that is what we ended up calling the campaign. Everyone takes 1d8 pun damage.
To elaborate a little more on the crazy amalgam d20-system game described in the last post. Here are some notes from the initial "bring your books and brainstorm" session.
To elaborate a little more on the crazy amalgam d20-system game described in the last post. Here are some notes from the initial "bring your books and brainstorm" session.
- A “Dark Lord” rules everything.
- The Dark Lord killed the other gods and all that remains of them are Vestiges (see Tome of Magic).
- The Dark Lord froze the moon in lockstep with the sun. The world is in a permanent state of solar eclipse.
- Actually, its probably just one continent in that state.
- Also there are no tides, so sea-travel will be a bit awkward.
- We should discuss later (or explore in the game) how anyone grows food here.
- The souls of the dead gods were shattered and reincarnated in mortal form, granting mortals the ability to cast spells or access the memories of the dead gods.
- Language has power. Literacy is outlawed. Those that can read can alter the world around them.
- Characters are illiterate by default (unless their class is specifically language-oriented.
- The Giants (Hu-Charad) have recently landed and established enclaves on the shores of the Dark Lords lands. They are nigh-undefeatable within their enclaves, but lose most of their powers outside of them. They are attempting to “civilize” the dark lands, using the native humans and ponies (and whatever) as soldiers and proxies…
- The giant Enclaves have been established on the ruins of ancient cities in the Dark Lands.
- The proxies of the giants are sent to reclaim the ruins of the cities and regions block by block, smashing the Black Mirrors that represent the Dark Lord’s power in the world.
- Any reflective surface might be or become a Black Mirror, so the common folk do not keep any reflective surfaces. Armor is lacquerred in dark colors, water is deliberately fouled, glass is never used, bowls and plates are always wood. Everypony has horrible coiffures…
- Shadow Casters all carry mirrors, siphoning power from the Dark Lord. They tend to be feared and hated by both sides of the conflict…
- Humans, Halflings, and Ponies are slaves of the Dark Lord. Fey creatures (Elves, Gnomes, Faen) have gone into hiding, but have come out under the protection of the Giants. Litorians and Sibeccai are servitors of the giants brought with them across the sea. Orcs, Dwarves, and Mojh (and pretty much anything else with darkvision) enforce the will of the Dark Lord.
- The giants are all insane. They get Chi-Julud (Arcana Unearthed, short answer: lose wisdom and charisma, gain strength and constitution) as a bonus feat and must use it any time they are outside of an enclave. They generally do not leave home...hence the need for PCs. PC giants are exceptions to the insularness, but still have to find a way to deal with being absofrigganlutelynuts whenever they steop outside their walls.
Not a lot that is original there, but a lot to work with. And having a lot to work with is a big plus because of the other rule we established for this game--sharing GM responsibilities.
I've had too many games dissolve and not be reincarnated because the GM had to leave for a few week for some reason (busy work schedule, sabbatical, birth of a child, injury, whatever). To avoid that, and since we had so many veteran players involved, we decided that we would rotate GMs and own the world collaboratively--no one should have to commit to running more than two or three sessions consecutively. Likewise, with so many players, as long as 5 people show up on a given day (1 to GM and 4 to play), we roll...no waiting for stragglers.
Since a few of the players, while veterans of the game, had never GMd before, we also established fairly simple guidelines for designing a session (keep it modular stupid):
- PCs head out to expand the territory encompassed by the Giant Enclaves. Each region (which may be as large as a county to as small as a city block) they attempt to expand into should be thematically keyed to one of the Vestiges (Tome of Magic) and will usually include one or more settlements enslaved to the Dark Lord.
- PCs are looking for 2 things:
- The Black Mirror that anchors the Dark Lord’s power for the given region.
- The remains (Vestiges) of the Spirit or Deity who once presided over that region. Which may take the form of a shrine, relic, monster, human incarnation, or whatever.
- PCs use whatever means necessary (stealth, diplomacy, magic, force of arms) to find the Black Mirror. When found, they must destroy it (means of destruction may very).
- As soon as they find it/attempt to destroy it, the Dark Lord becomes aware of their presence and all hell breaks loose (i.e. PCs must destroy it while fending over overwhelming and CR inappropriate numbers of monsters and evil henchman).
- As soon as the mirror is destroyed the land changes hands and a whole Legion of Giants teleport in and clean up the remaining beasties (so the PCs should focus on staying alive and destroying the mirror, not attempt a nearly-impossible killing spree).
- Once the monsters are dead, the giants immediately go into builder mode and the city literally “comes to the PCs” (so they have immediate access to training facilities, shops to re-equip, infirmaries, etc.)
- Destroying the mirror increases the amount of magic available in the world (i.e. destroying a mirror is the thing that lets you level up to the next level).
- We do not track XP. Leveling is strictly goal-oriented. Achieve the goal and all PCs level up. If you can do that while avoiding every encounter--you win.
- If the Vestige is found and restored (means may vary), then the PCs gain access to a Heroic Path (see Midnight Campaign Setting) (GMs choice but should be at least somewhat appropriate to the Vestige). They may take that path (if they don’t have one already), or change to the new path if they had already acquired one.
- And most importantly, Fuck balance. Don't waste time on numbers. Make it exciting.
Tuesday, July 9, 2013
The latest experiment
Six players walk into a bar...throw down some books...and try to make a game out of it...
Except its actually 10 players...So, I started a new game back in early January/late February, and I'm just now getting around to writing about it. Sorry (to the one person out there reading this).
The initial premise was simple: get some players together, leave the tech at home (books in hard copy only, no laptops), and most importantly run what the players want to play.
The last bit has always been a fundamental rule of mine--if the players don't want to play the game, then I, as a GM, won't have fun, so I always let them pick (doesn't mean that I won't make the marketing pitch and try to sell them on the games that I want to play). This time however, we put a spin on it...
We established the following guidelines:
Everyone is allowed to bring 2 physical game books.
So, this seemed reasonable at the time...2 random, weird d20 books per player should mean roughly 10 books for me to internalize and try to build a game out of.
Everyone is allowed to bring 2 physical game books.
- ANY d20-based materials are fair.
- Pick something you would like to play.
- If you don’t have books of your own, you are free to pull something off of my shelves.
- Whatever you bring will be the official list of allowed materials for the game…so if no one brings a PHB or equivalent, no one plays a fighter.
- If you want to play something specific, bring the book.
- We will work together to build characters (and figure out what exists in the world) based on whatever you bring (so bring something fun).
- The onus of the world-building effort rests with the GM. Your level of involvement in world-building is entirely up to you…You are free to just throw in the book and say “I want to play this as written” or “I just brought this because I like X class or race or feat” and we’ll find a way to make it work. The point is to have fun with some reasonable constraints, not to make any over-think things.
- That said, we will try to make an interesting world out of whatever anyone brings.
- If new players show up later, they will each be allowed to introduce 1 new book to the list of allowed materials…
So, this seemed reasonable at the time...2 random, weird d20 books per player should mean roughly 10 books for me to internalize and try to build a game out of.
Of course, I always invite a rather large bank of people, not expecting everyone to be able to commit. This time however...we had 10 players commit. Yeah...not 8-10 books, but 20. 20 books, carefully selected by the players to give them lots of broken options and combinations (or not so carefully selected to cause a chaotic mix of overlapping rules).
Obviously, not all book are equal for providing world-building material. But here are a few of the materials that really stood out that showed up on our table: Ponyfinder (originally an April Fool's joke--My Little Pony: Friendship is Magic translated to the Pathfinder system), the Midnight Campaign Setting (most commonly summed up as "Middle Earth if Sauron won"), Monte Cook's Arcana Unearthed (which introduces some interesting races and PC-centric rules with some interesting implications), Tome of Magic (a class splat-book with some weird kabbalistic/Lovecraftian thematics), Encyclopedia Magica (a 4 volume set containing every magic item published for AD&D, with some nice d1000 tables in the back), and Fire and Brimstone (just in case there was any question on whether you get a saving throw when you come into contact with lava--spoiler, you don't).
What we can take from these sources (in short): (A) It's a fantasy game. (B) Magic items should be readily available, and interesting (no +1 swords here). (C) None of the sources have priests, except the legate in Midnight, so healing is hard to come by. (D) Lava kills you...and a player wanted to make sure of that...so make sure there is LOTS OF LAVA. (E) There are a lot of conflicting magic systems (more so since the books also included Ultimate Magic and the Spell Compendium), this is definitely the opposite of a "low magic" game.
Suffice to say, in the intervening 6 months we've had a lot of fun.
I'll try to post more on this in the near future.
I'll try to post more on this in the near future.
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