Showing posts with label drow. Show all posts
Showing posts with label drow. Show all posts

Monday, June 14, 2010

Dungeon Master as Civil Servant




Am I too easy as a DM? Is this really a low paying (read: non-paying) job that forgoes my fun or frivolity for the service to others?

I started as much an adversarial DM as anybody from my time. That’s how D&D games were generally approached back then, especially by young boys. Characters were a bunch of Elmer Fudd’s with sub-par physical characteristics, walking unwittingly into the torture and humiliation chambers of the DM as Bugs Bunny. It was a very sadomasochistic relationship. You go into a dungeon, you press a button, and *kablooey* you were more often than not dead, as the DM laughed and snickered as if you are some dumbass he has gotten one over on.

The main thing that got me out of that mind set by the early 80’s was having girls at the game. Especially in the case of a girlfriend, it was hard to have them setting off traps and falling into pits. So it was girls that started my softening, I think. Had me go more in a high adventure frame of mind. Twas Beauty killed the Beast.

Then from the mid-80’s on I went through a certain phase of causing characters more emotional anguish than actually pain and death from traps or unbeatable monsters. Most of my players in the late 80’s and the 90’s were newbies to gaming, and lots of death and carnage heaped upon them can turn these new players off. But kill their family or pit them against the other players and you’ve lit a fire under their ass. They love the drama, and it has much more emotional weight than tricky dungeons and screwjob traps.

Death among characters has become a rare thing in my games, and even in my long Cthulhu campaigns of the 90’s, there was some insanity brought on but not much death (although more than in most genres I run). And in my Champions games, forget about it. You aren’t supposed to die there.

But I think my softening over all those years that worked pretty well with newbies in the 90’s is not serving me that well as DM in my latest group. For this new group I had one old player from the 90’s, Terry, along for the ride. Terry was always a good player. Although she internalized a lot of her characters stuff, she was consistent and not at all a power gamer, meta-gamer, or complainer. She just played.

But everybody else who started in this new group had experience with the game (one version or another of it), and at least a couple of them came in with power gaming backgrounds and desires. I especially think Andy and big Dan, like sharks, sensing my softness when it comes to characters, were a bit too obvious in their power-gamery at first. Andy pressed me a lot for things, and because he is our host I often cracked and gave him what he wanted early on. He sort of softened on that, but Dan still hits me with “player entitlement” attitudes that chap my ass. He wants more more more, and the more you give the more he wants. He is a good guy, but Dan more than anybody is getting me more in the mindset of my youth “Fuck the characters, I am God here. Bend to my will and die in my goddamn dungeon.” Dan even seems to want my rolls made out in the open (I think any time I have an NPC make a saving throw against his charm person or whatever, he assumes I’m fudging). I let this guy run a female drow, a race I am sure he is running just because it is so powerful in Unearthed Arcana, and he has made me (and some of the others players) regret it all the way.

What am I, a civil servant? This is my world! I call the shots! I don’t work for you, you are here to play in my game not be served.

I was especially hardened recently when I ran some sessions of Star Wars Saga: Knights of the Old Republic for a group of middle-age Star Wars fans who had played together for years, but were complete strangers to me. A couple of them were actually quite cool at first, but it was apparent by the second game or so that I was looked upon as somebody coming and serving them up a game like it was a job or something. When the session was over, they didn’t even want to socialize with me. They waited until I left (as it turned out) to talk about the game and how I was doing. Can you believe that shit? Especially the host, Joyce, seemed to have had an idea of how the game should be run (like one of the lame-o movies I guess). If things didn’t go her characters way, she would even get pissy and go sit in a corner (this lady is well into her 50’s, by the way, so she was no kid). She seemed to have paranoia about NPC’s, and the fact that I had a really interesting NPC be a catalyst for the adventure drove her nuts, even though he was very much in the background. The slag even had the balls to tell me “you can’t run the game like that, we are used to it like this and that…”. I went home that night after the fourth session and wrote them an email telling them I was done with the game probably as they were still standing around the table discussing my “Performance”. Didn’t even get a “thanks for trying.”

So the last year or so of experience has me starting to rethink my “player friendly DM” attitude of the 90’s. I’m kind of tired of being soft. I don’t want to be a dick DM, but I really think at least a couple of my players need a less kind hand and some hard truth that I am not from a soft DM background. Some hard lessons need to be learned. Some damn characters need to die!

I’m not your D&D civil servant or underling. I’m your damn Game master! The next few games…watch out!

“Hell is coming for breakfast!” – from The Outlaw Josie Wales

Monday, March 15, 2010

A Sword Named "Finslayer"



Finslayer, the most iconic magic item to be found within the Night Below setting for AD&D 2nd edition, is about to be found by the party in my current 1st edition AD&D run of NB. Located (as indicated in book 2 of the 3 book set) in the treasure trove of a Rakshasa and hook horrors, it is looking to be taken into the possession of a neutral good Ranger.

Finslayer was created a few hundred years ago by an unnamed wizard, for a ranger named “Pajarifan.” Pajarifan had different racial enemies than the typical ranger. Instead of goblins and giants, Pajarifan hated Koa Toa and Drow. Finslayer was made to complement the hatreds of Pajarafan, who, as the greatest hero of the southern settlements, quested into the southern Underdark to defeat his enemies. Finally defeating the drow, Pajarifan unwittingly opened the door for the Aboleth to one day rule this part of the underworld. In the module, Pajarifan’s final fate was unrevealed, but it may be safe to assume he took the fight to the Aboleth eventually, and met his doom somewhere around The Sunless Sea.

Here are Finslayer’s powers and abilities:

-Finslayer is a long sword, +3, +4 vs. aboleth and drow, +5 vs kuo-toa.
-It is of NG alignment, very intelligent and has an ego to match.
-It converses with you via telepathy. It speaks in common with the others. It also speaks Undercommon, Drow, Aboleth, and Kuo-toa.
-At will (or by your request) it can:
o detect invisible objects within 10'
o detect secret doors within 5'
o detect magic within 10'
-It can cast "Strength" on you once per day, but the duration is a full 18 hours. If Finslayer strikes a kuo-toa it will confuse it for 2d6 rounds (they get a ST)
• Finslayer will not stick to kuo-toan armor.
• While holding Finslayer you are immune to kuo-toan Symbols of Insanity.
• Finslayer has extensive knowledge of kuo-toa, drow, and aboleth.
Finslayer will come in very handy at the climax of book 2, “The City of the Glass Pool,” where a Kuo Toa army is one of the obstacles to be faced.

Now, I made a couple of changes to the history of Finslayer. For one thing, I decided for some reason I wanted Pajarifan to be a female, so I added an “e” to the end of the name and made it “Pajarifane.” Nice, eh?

So at the game tomorrow night the party is about to dig in to the treasure trove, and Finslayer will be found. As it turns out (quite by accident, I created her long before deciding to do Night Below), the NPC in the party is a teenager ranger girl from the same area as Pajarifane, named “Dia.” The party had already discovered that she is special. A dozen games ago or so they found out she was the secret daughter of Arcturus Grimm, the most famous ranger in history and occasional benefactor to the characters. So Dia comes along being exactly what Finslayer is looking for – a neutral good ranger. So the weapon will most likely go to the NPC. That is probably going to work out pretty good, because it leaves me free to do what I like with Finslayer without basically controlling a player character.

So we will see how it goes tomorrow night. It is especially going to be a fun night, because it is all around the biggest and best treasure find I am bestowing upon the players in a year and a half of these characters adventures. I’ll hopefully get to kick back most of the night while the players argue out who gets what in all the great stuff, that in addition to Finslayer will include a druidic Scimitar +2, +4 when used outdoors in full sunlight, an elvish +2, +4 vs. goblin types long bow, +2 mace, wand of lightening bolts, and a few other goodies (note: I have heavily modified the treasure trove from what the book indicates).

Thursday, March 4, 2010

Night Below - Ecology of the Rakshasa




I really thought that after a year and a half of this campaign, I would finally kill at least one character last night. OK, just from that statement you can tell I am not a “killer DM.” After 50 games or so most groups would have experienced some death. Well, with the party facing a crafty and powerful Rakshasa and its Hook Horror cronies, I thought I would get my kill.

Right now the party is in that area of the Night Below setting where Quaggoth and Hook Horrors engage in almost constant conflict over their territory of caves. I should mention that these creature types, and also the eventual “boss monster” of the area, the Rakshasa, are not monsters I have used much in the past. I don’t find quaggoth and hook horrors all that interesting. But I wanted to run some of the Night Below by the book, and I would do so with this section. Also, the quaggoth, as one-time slaves to the drow who once ruled this area (until the drow civilization here was destroyed by an ancient ranger with a magic sword called “Finslayer) were an interesting clue for the groups one drow character to find out more about the people of the old drow city of Sunkenhome. As for the horrors, they were basically thralls of the rakshasa, and therefore made good fodder to weaken the party for the rakshasa fight.

I should mention that the party had found an old stone ziggurat at the entrance to the complex, with drow writing on it. Turns out this was an old wilderness outpost of the drow city below. With there being a drow PC around, I decided to add a little more drow history for the characters to learn of. If you are familiar with the Night Below setting, then you know that the drow are pretty much long gone in this area. Putting in an outpost with some text and graffiti around would add a little drow flavor for the sake of the drow PC, while at the same time keeping the drow-free feeling (refreshing for an Underdark campaign) of the setting.

After some combat, and then parlay, with the quaggoth, the party went on to fight groups of the hook horrors in order to find a rumored horror leader that was able to cast spells and was said to have a vast treasure. This was indeed the rakshasa, who had been appearing to the monsters as an exceptionally strong and magical leader hook horror. While he had the creatures making trips into the tunnels to search for his estranged and marked for death brother (who, according to the module, would be later found by players in the Jubilex Temple area down the tunnels a bit), the rakshasa stayed in a cave lair with this copious treasure trove.

When the party approached his cave, the rakshasa cast a stinking cloud from hiding, and much of the group was temporarily incapacitated. The rakshasa immediately sent in several more horrors to attack the disrupted party, and I had them worried for awhile. But they managed to regroup and destroy the attackers. The party has two magic-users, and they help a lot by casting growth and strength spells on the fighters.

Rushing into the rakshasa lair, they saw three more hook horrors, seemingly guarding a tied and prone female figure. The rakshasa had taken on the appearance of a former party member named “Nutriciia.” The party was none the wiser, and as they attacked the horrors so they could save the girl, she revealed herself as the rakshasa, and snuck up behind a character to sink in claw and fang.

Outside of being a bit weak in melee (claw/claw/bite for 1-3/1-3/2-5) 1st edition rakshasa have killer defenses. Besides ESP and the ability to appear as somebody they see in a victims mind, rakshasa have -4 AC, and are completely immune to any spell below 8th level! Normal weapons do no harm to them, and any magic weapons below +3 only do half damage. They also have access to MU and cleric spells, and in addition to the stinking cloud this rakshasa had a fireball cocked and ready to use. I really thought that 7 dice fireball had a good chance of taking out at least one already wounded character, maybe more.

But he never got to use it. OK, here is the deal. I have my own version of the bard class in my game world. They really are not much like the standard D&D bard, where you have to experience several character classes to truly be called a bard. My class is sort of a thief subclass, but with a set of musical abilities that begin to act like MU spells as they get higher level. The group’s bard, the half elf Vaidno, is one such bard, and he is now getting high level. He recently accessed the “dance” music/spell ability. It is very much like a somewhat powered down version of the 8th level Otto’s Irresistible Dance spell. For one thing, it allows a saving throw. Well, Vaidno got on his mandolin, started playing a serenade for the rakshasa, and even though I gave it a bonus to its save for being a demonic being it failed. There ya go, my boss monster is pretty much helpless for the next 4 rounds. The characters moved in, and even though their magic weapons are modest, they took him down in 3 rounds. Good for them, because he would have blasted the entire area he stood in with his own fireball. That would have for sure killed somebody (pending save).

So my rakshasa didn’t really get to shine, but the party was pretty happy with themselves. They could tell overall that between the hook horrors and the rakshasa, I had finally thrown a possibly deadly fight their way. No more mucking around and running roughshod over my challenges. They are in The Night Below, and they know now that things are really heating up. And as any of you who know Night Below can attest, there are much worse things than rakshasa in this underworld. I’ll get one of those pesky characters next time!

Thursday, February 11, 2010

Ecology of the Dire Corby




Yeah, it’s not normally all that exciting a creature. It was one of those morts that first appeared in White Dwarf magazine, then found it’s way into the Fiend Folio. The Fiend Folio is a book mostly known as being filled with monsters that seemed to be randomly rolled off of a bunch of charts, with art by Hieronymus Bosch. The Dire Corby is no exception.

But, it is always possible to make lemonade from the many lemons in the book. The Hook Horror is one of those monsters that has evolved over time away from the terrible depiction in the Folio into a fairly cool beastie. Both the Horrors and the Corbies were featured at some point in those Salvatore Drizzt books, and that probably has a lot to do with them being upgraded, at least in appearance.

I never dreamed of using the Corby. With so many cool monsters around, why bother with the various page-filler scrub creatures that litter game material? But I had a big change of heart about this particular monster some months ago when I bought a cheap copy of a Drizzt graphic novel. I wasn’t a big fan of the books or the character, but I was getting ready to do a campaign set in Night Below, and most of the comic took place in The Underdark. I got it for inspiration.

In the graphic novel, Drizzt and his little deep gnome companion get jumped by a flock of Dire Corbies while they are travelling in the Underdark. They are scary and cool here. They even give the cry of “doom!” It’s sounds stupid in the Folio description, but in the graphic novel it is comes off as chilling. These Corbies are black and sinewy, kind of like the creature from the Alien movies. They have nasty claws, and their heads are those of crows, but with tiny, glowing eyes (unfortunately, I haven’t been able to find them online as depicted in the graphic novel. The crude picture above was the best I could find).

So last night in my Night Below game, the party left the kingdom of the deep gnomes to head to the deeper caverns. They encountered a human ranger of the Underdark, and he told them more about the horrors below, including that they might need to go through Corby territory. Choosing that path over the more hazardous and treacherous tunnel, they found themselves swarmed by flocks of hundreds of Corbies. Not too worry – unbeknownst to them the Corbies would flee when 80 of them were slain (note: I was replacing the Grell encounter area in NB book 2 with this encounter).

The players put the tougher fighter types into a circle, with the couple of magic users in the middle. They wanted to protect the low hit point MU’s, but they didn’t really do a good enough of a job making a tight circle, and the Corbies just swarmed on everybody. I didn’t use figs for the Dire Corbies, I just said they were on everyone. Each person was on the average getting attacks from at least 3 of the creatures, and the Corbies have two D6 attacks, so it started adding up pretty damn quick. The elvish MU, Lumarin, used levitate to float above the melee, but the MU/Thief named Lily was not so lucky. Lily had a fairly poor AC, and if I had not made lots of poor rolls on her attackers, she would have been ripped apart. Still, when the battle was over, Lily was at negative 5, but Kayla the hobbit cleric did a good job of getting heals on people.

It was nice to run a huge battle without having to move lots of miniatures around. It took the party a while to kill 80 of the Dire Corbies, but nobody got killed. It was a nice long battle, and I was sweating from the bookkeeping and the dice rolling workout. I must have made over two hundred rolls in that hour and a half. Phew!

Sunday, January 17, 2010

Tweaking The Night Below continues

As I mentioned in previous posts, I decided that in this second year of our 1st ed. Campaign I would send the characters down into the epic Night Below setting.

With the campaign on hiatus during the holidays, it was nice to get back to it. But I am a bit nervous having committed to this. It’s a big adventure. Besides all the wandering monsters and natural dangers, there are a lot of set encounters on the way to the Sunless Sea of book three. Warring Quaggoths and Hook Horrors, Temple of Jubilex area, Derro colonies, and then the assault on the City of The Glass Pool itself. I rarely run city assaults in my D&D. It’s usually pretty small scale.

Tweaking things in the books is going to continue for two reasons. One, I don’t want this to take another two years of game time. I want to finish this by some time in Summer. Two, these characters are not going to be the suggested level several games from now when they have to assault the Aboleth city in the Sunless Sea. The books recommend being somewhere between 11-15th by the final battles, and the highest characters are around 8th right now. They’ll hit 9th or 10th by then no problem, but that’s about it. So the importance of allies, treasure, etc. will need to be tweaked.

I haven’t exactly memorized the stuff to come (especially in the 3rd book), so I am taking it “one day at a time” as they say, with a bit of an eye on the future. I have completely eliminated the Rockseer Elves, and I am putting more importance in the help from the Deep Gnomes. Though they don’t offer a ton of help in the books, I am making them a little more open to being a safe place during the players adventures. The gnome city has a flux point, so that when the players get to deeper areas they can come back for a rest if necessary, plus have access to the surface if they need an extended rest.

One problem in this last week’s game was that the guy running a gnome character has had to leave our game group, and his character was a lot of the inspiration for taking this direction in the campaign. Carmeneran, the deep gnome queen, was going to give him the Gnome Champion weapon and everything. Now that is a no-go. So here are the characters remaining to carry on the quest.

Krysantha: female drow fighter/druid raised by the druids of the Northern Forest. Self-righteous with a vengeful sense of justice.
Vaidno: half-elf Bard from Tanmoor. A city boy who seems at home in dungeons and dangerous places. Never met a girl he didn’t try to “nail.”
Helena: young girl fighter, raised by her soldier brothers in River City. Sword and shield is her passon. Recently fallen in love with local soldier, who is tagging along on the adventure.
Lumarin: Grey elf magic-user from far north.
Lily: a local girl, magic-user and thief. Reputation as a ho’.
Dia: NPC and teenager ranger girl. Some characters recently discovered she is the daughter of famous Woodlord Arcturus Grimm, though have not told her yet.

So in this week’s game the group enjoyed a party thrown by the gnome they saved in the caves above, before being sent to destroy some local trolls (lead by an Ettin) by queen Carmeneran. Just as in book 2, she wants to test them and their power before agreeing to be more help in their quest.

Mind you, the troll caves are way more complex and populated in book 2 than what I am doing with that section. Instead of two or three actual tribes of trolls, I just have a band of a half dozen of them, lead by an Ettin named “Two Mug.”

By the time they got to the first large cave, we had less than an hour of game time left, so we only did a fight with the first three trolls, who were hanging around that first cave. They had actually planned to use a bunch of oil to burn any trolls who they found, but they cave was way to damp to actually try Molotov action with the oil flasks (which I always resist anyway), so it was more or less a straight up fight. The party was more than a match, as Lumarin cast enlarge spells on Helena and Dia (making for a pair of 10 foot tall broadsword girls), and Krystantha managed to catch one troll in a Snare spell, basically making it helpless for slaughterin’.

They killed the trolls, and managed to get enough oil lit to stop the regeneration. We ended right there. I will pretty much start the next game with the Ettin and the rest of the trolls charging in from the adjacent cavern. With little time for player advance strategy, that should be a pretty decent fight. By the end of that game, the group should be on the “road” to The City of the Glass Pool.

Tuesday, September 1, 2009

Reconsidered: Night Below Campaign


Reconsidered: Night Below Campaign

During the 90’s, I hardly ever bought D&D supplementary material. I mean, I had so many seeds of ideas in my head when it came to gaming, I never felt I needed to buy other people’s ideas. Plus as a Scotsman, I’m notoriously cheap (and yet can never seem to save any money).

But when I got back into gaming after several years off, I had a hankering to purchase some of the interesting sounding items that I passed on many years before. So some time around winter of last year I got great deals from Ebay on the Dark Sun boxed set, and the Night Below boxed set.

By then I had a nice little campaign going, running countryside adventures to build up PC’s for an eventual dungeon crawl. Although they were interesting reads, Dark Sun and Night Below didn’t seem to have any immediate use in my current games. Actually, I had mulled over making a gateway in the dungeon that would transport the party to the Dark Sun world, that would be sort of a post-apocalypse version of my regular game world. But that was just a thought.

The party is getting up there in levels, most around 6th or 7th, and it is starting to seem like they will be at least 3 levels higher than I had planned them to be for the dungeon. So this last weekend I broke out my copy of Night Below, wondering if it might just make a decent alternative to the dungeon players were heading to. I took a good look at the first two of the three books of NB. I started to see the events of book 2 would be easily adapted to my current scenarios.

Book 1 features little adventures in a populated area of towns, villages, and farms. Much like my games have been so far, these little Mickey Mouse outdoor adventures are designed to beef up the party for eventual underground adventuring. Many little situations in book 1 are meant to give motivations for the Underdark adventures in book 2, but I should have no problem using what has already happened in my games to tie this in. For one thing, in the last couple of games the party has explored a gnomish “Safechamber,” a secret pad under the human frontier town of Overtown built long ago as a place for gnomes to hide from the monsters that once roamed the surface world in greater numbers. The party found a hidden trap door within, and that one appears to lead to an even larger gnomish area around a half mile under the town. I didn’t plan to have them go much deeper than that, but seeing as the underground gnome town (apparently abandoned) had passages to the Underdark, why not switch gears a bit and give the party good reason to go deeper (waaaaay deeper) below?

In the last few games I’ve had party members running afoul of a group of Drow who are in the area, secretly planning to eventually go to the same dungeon the players are going. But no problem, I can now have them coming to the area to meet up with Mind Flayers (from book 2) and working out a deal to capture spellcasters for them. So I can change the human slavers the party eventually encounters near the Derro area underground to these drow no problem. The players deserve a real face-off with these pesky dark elves anyway.

In the next game the party will explore the little abandoned sub-surface gnomish town, and they will discover gnome historians (and their infant daughter) from the gnome areas up north. They will have been spending years here studying and restoring this once bustling little community. The gnome family will be getting bothered by gnolls who have moved into upper caves near the abandoned gnome town of “Southgem”. These gnolls in turn will have been displaced from lower caverns by the troop of orcs that are working for the Mind Flayers who have been moving back and forth between the surface area and the City of the Glass Pool far below in the deeper underdark.

So all this, with a bit of prodding, should get the adventurer’s on their way to the Deep Gnome city, and eventually to the Kou-Toa.

There is a lot I don’t like in the Night Below material, and it will take a lot of my personal tweaking. But it has always been thus when I use modules or adventures created by others. You have personal taste, and you have to take that into account and make mods if you are a creative DM.

So in a later posts I will detail some of the changes, for good or better, that I plan to make in Night Below. If you have used the NB material in your games, I’d love to hear what kind of changes you might have made, and how the adventures panned out. If you have only read the material, I’d still love to hear what you think about it.

Thursday, August 6, 2009

The elusive all-Tavern game



All DM’s rely heavily on the inns and taverns of their world. These are iconic places where, whether it is in-game time or in-between game time, characters ultimately spend more of their life in these places than anywhere else.

If I had to guess, I’d say that 3 out of 4 of my campaigns from around 1978-1990 began with a bunch of characters who didn’t know each other (actually, I had a habit of having at least a couple of PC’s meet on the road to the tavern, just so there is some role-play back n’ forth right off the bat) hanging out in the boozer when some wizard/cleric/nobleman tripped in with a hammer, nail, and poster advertising for a group of stalwarts to go crawling into the local dungeon jobber for one reason or another.

While these public houses are great places to get adventuring gigs, info, and entertainment, they rarely take up large amounts of actual play time. They are usually just places that keep characters from having to hang out in the street or market squares in between dungeon delves. If things are going slow in the game and the characters are listlessly mooning around the beer hall, you can always have a gang of rakish rogues or barbarians march in as fist-fodder to pass some time. Doesn’t matter if it is some fancy uptown establishment, or some half-orc shit hole, a nice dust-up always gets the juices flowing. I almost can never resist creating a bar fight (it doesn’t help that in my younger, more aggro days I got involved in more than a couple of fights at dive bars here in Venice Beach and other places).

I always wanted to run an entire game set in a tavern. Characters drinking, brawling, wenching, gambling, etc. Recently I played a video game called Baldur’s Gate: Dark Alliance, and in your first levels you are hanging out at an Inn that is haunted by an elvish girl’s ghost, who sings a melancholy tune as you drink your ale and chat to the locals. Eventually you get a job clearing out the rats from the basements, and then deeper below where undead stalk around in the catacombs beneath the establishment. It’s great fun and easy to pull off in a low level game, but it doesn’t really count as a “Tavern Game.”

What I always wanted to see was characters mostly taking it easy, having fun on their time off. Play some cards or dice, chat to the lassies, have a brawl or two. An entire game of just hanging out. But in the past it doesn’t seem to take long for players to get antsy about moving on to big fights and big treasure. I mean, you cannot just force them to play out their roles in a tavern for several hours. A lot of it just seems to depend on their mood. If they have been involved in a lot of violent, life or death combat, it seems to make it easier to get them to take it easy and do some character-developing role-play.

So finally in the last game it just sort of happened. The party is still in a large town on the souther frontier. Having just fought wererats and a gnomish automaton below the town, and an alleyway encounter with the drow party from the previous games, the players decided they wanted to hit the big dive bar for a bit of a rest from the mayhem. So we started the game with them traipsing off to Silvio’s.

I’ve used Silvio’s in games of years past. Formerly a violent den of scum and villainy where a party once attacked it to rescues a child held hostage by gangsters, the place was now run by Silvio’s son, who has made attempts to clean the place up a tad. No longer involved in rackets and gangs, Silvio Jr. just wants to make legit money. So the Tavern now had better booze and food, fair card and dice games (and rat roulette), a small stage for bards, and a cage fighting hall downstairs in the basement.

It was the time of the spring festival, and lots of things were happening in town, but the players seemed content to have their characters relax for a bit. I didn’t mind, I just want the players to have fun and sandbox their own evening. So they decided to spend it at Silvio’s (probably prompted and enticed by a flyer I printed out and had a street kid distributing in the game).

Helena the fighter-girl settled down with some rat roulette, while Ormac the gnome and Dell the elvish monk rattled some dice. After jamming with the house musicians a bit, Vaidno the bard picked up on a dark-haired, doe-eyed serving wench who was sending him smiles. But it wasn’t just quiet gambling: Krysantha the female drow fighter/druid with the double scimitars went down to watch the cage fights, and after seeing the mountain of a man “Creature” whipping ass on all takers, she decided to volunteer to take to the cage. All the other characters came down to watch, and hefty bets where laid on Krysantha. With wooden swords Krysantha and Creature wailed on one another, until finally the big man went down like a sack of bricks. Krysantha took on a couple of more fights before striding out of the cage to collect her winnings.

Other characters were waiting in the wings to assist, like the corner handlers in a boxing match . So even though only one character battled, the other PC’s got to be involved, and some went around making bets. Everyone made money. Betting on herself, Krysantha made a few hundred gold pieces.

Helena was the funniest: the young fighter sat herself down at the rat roulette table, and spent a good chunk of the evening making small, one gold piece bets on the rolls. She was so excited to finally get the right rat, and get 3 gold in winnings (after losing around 6). This is a character who had adventured a bit, and had previously earned hundreds. Ah well, maybe she was just happy to make a little cash without having to steal or kill for it.

OK, my Wednesday night games are only around three hours long. I never could have stretched this encounter out to one of my old 6 hour weekend games. Or could I have?

Anyway, that was fun, and the players all want to go back there for an evening before leaving town. I hope this really fun game where not much happened wasn’t a lucky fluke.