Showing posts with label druid. Show all posts
Showing posts with label druid. Show all posts

Thursday, December 30, 2010

Unafraid of the High Level Game

Well, this week we got in another session of the Night Below, and the second game of the assault on The City of The Glass Pool. The final stretch of the campaign.

I was sort of fearing this part of the campaign for a couple of reasons. One, I don’t have all that much experience with levels above 7th, even after all these decades. I’m not saying characters haven’t hit 8th, 9th, or even higher in past games. It’s just that my preference is to run for low to mid levels (1-7), probably because a campaign would end and I would be interested in new groups of PC’s. Secondly, I just thought that an assault on a city would be a logistic nightmare of the type I haven’t run for many a moon. Sure, I’ve had characters involved in wars and great battlefields, but an urban location being attacked by players is rare in my games.

One thing I do like about high levels is that things get more like comic book battles, which is what I was brought up on. And the last couple of games have been no exception. The COTGP is somewhat in lockdown mode, which means the streets are not exactly crawling with enemies. There are some large patrols, but in the first foray into the city the party used the 100 hydra teeth to create a small army of skeletons to run interference with patrols, and also Krysantha had whipped up an insect plague to mess with part of the city while they attacked the Illithid building and then in this game the slave pens before hoofing it out of the city and back to base for a rest (with some help from allies blowing up part of the city gate for easier exit). They got out and back to the safe place with around 100 slaves, many of them dwarves with skills that might come in handy. This was all much more fun than I thought it would be for me. It really is just like running a dungeon, just with much bigger corridors!

Back at the “Derro Town” captured mind flayer tower, the party found out that a band of drow, Avatara and her crew from games early this year, had taken over the tavern in the deserted under-town. Their goal is to eventually make their way to the site of the old drow city on the Sunless Sea. This is why they are rooting for the party to destroy the COTGP. Just one of many evil groups the party is forced to deal with.

As we are on the last couple of games of the campaign, here is a list of all the PC’s and NPC’s who are the “heavy hitters” of the campaign. For posterities sake if nothing else.

Vaidno (Andy): 8th level chaotic/good half elf bard from the big city up north. Not a btb bard, but my own more musically inclined bard class (based off the old houri class from White Dwarf magazine). Vaidno has survived many near death encounters, leading me to call him “Survivno.” Acrobatic, skillful with blades, Vaidno faces the nightmares of the Night Below setting with great bravery and is more like a fighter in mentality. Often gets short-shrifted on magic items. Recently gained both a tower and an 18 charisma from the Deck of Many Things.

Krysantha (Dan): 8ish level fighter/druid. Female drow raised by druids. Formerly lawful neutral, decided recently she was plain neutral. I think she is chaotic, but I’m tired of arguing with players about their alignment. Remorseless murderer of NPC’s, and big time grudge-holder. Along with Vaidno takes the most vocal leadership role in the group.

Helena (Terry): chaotic/neutral with good tend. 8ish level fighter/thief. Does not live a thiefly livestyle, is actually a kleptomaniac. Was raised in a house with several fighter brothers who taught her sword and shield. Has a knack for talking the other players out of magic items without even having to steal them. Like many of Terry’s characters, is obsessed with marriage. Got wishes from the Deck of Many Things, and used most of them for fairly petty gains.

Kayla (Terry): 8th level hobbit cleric of Sheenara and Sherriff of the southern hobbit border. A character of Terry’s since the early 90’s, I let her join the party pretty much just because she was in the area (and they did not have a cleric). A player kind of complained about Terry running two characters, which has some merit because Terry often takes a long time to take a turn for a character. As the other players did not defend her presence, I had her go back to her castle, where her new band of followers awaited her anyway. A high level cleric would be a big boon to survival right now, but since the players have not requester her they can lump it. If Terry’s Helena dies in the next couple games, I’ll have Kayla appear.

Lumarin (Big Ben): 8th level high elf lawful good MU. The main party magic user. Lost several points of intelligence from a Deck of Many Things draw. Originally joined the party early on in The Night Below campaign when the party saved him from being eaten by Gnolls.

Lily (Paul): chaotic/neutral (later evil) 7ish level thief/MU. Greedy harlot who was saved from Gnolls along with Lumarin. Got in many confrontations with Krysantha over stealing items from treasure troves. Eventually betrayed the party to her boyfriend Xavier. Ran off with Xavier and his gang after the fight. Officially out of the party, but still active in the campaign in case the characters want to find her and kill her. They kind of have bigger fish to fry right now.

Zith (Paul): I had sort of planned to have some Githyanki (extra dimensional anti-mind flayer warriors) show up at some point in this campaign. I didn’t, but when Paul could not run Lily anymore I just gave him an 8th level fighter Githyanki to run in the party. Paul seems to dig that character, but ultimately this is just a player running an NPC. If anybody dies in the next game or two, they can run a Githyanki as well.

Ormac (Little Ben): 6ish level gnome illusionist. Ben played for a while the other year, but had to drop out for work. He returned a couple months ago and so did Ormac. Ben misses a lot of games in general, so Ormac is kind of a “there not there” side player in the whole thing.

Major NPC’s

Dia: teenage ranger and (unknown to her until recently) daughter of Woodlord Arcturus Grimm. She pretty much got the party together over two years ago to go explore a dungeon. They got sidetracked by The Night Below. She is from the same town as Helena, and they knew each other growing up. She eventually took possession of the anti-Kuo Toa sword Finslayer.

Arcturus Grimm: One time Woodking of the ranger kingdom of Woodaria in the far north. A controversial figure, he is also known for having been possessed by evil decades ago when he caused great suffering in the land. He now lives in the southern frontier area in a garden temple dedicated to his sister Sheenara, goddess of the wood. Arcturus was my very first character as a little kid, and I kept him in my game world to use over the decades ( one of the few “super NPC’s” I indulge in). Arcturus has apparently spent the last few decades siring children all over the land with different women.

Clovis Grimm: underdark ranger in the Night Below, and son of Arcturus Grimm. Unlike Dia he is in frequent contact with his father, and has helped guide the party in some of their travels below. Currently protecting the freed slaves the party has saved.

Avatara: a fighter/MU/thief drow NPC and drow city expat I have used for decades in my games, going by a variety of names. She is best known for living in Tanmoor and acting as guild mage for the elvish thieves’ guild there. In the current campaign she is on some kind of mission with other, younger drow to find the lost city of drow on the Sunless Sea. After an encounter with Krysantha and Vaidno awhile back, Krys has sworn to kill her, but she is an asset currently (Avatara wants the party to destroy the City of the Glass Pool so she can travel down to the Sunless Sea). This NPC is personally responsible for killing one of Terry’s characters back in the 90’s. At one point in the late 90’s I successfully had her seduce a female wood elf PC.

Wednesday, October 27, 2010

Season of the Witch

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Every October various cable channels march out old movie horror chestnuts for weeks leading up to Halloween. Some great, some good, and some crap. Last night I was watching a particular piece of crap that I seem to watch at least some of every year – Halloween 3: Season of the Witch. The thing is, some of the worst horror movie nonsense can be fascinating, and so it is with this sans Michael Myers addition to the Halloween movie franchise.

This 1982 film was an attempt to take the series away from Mike Myers and his Shatner mask, and create yearly anthologies of films about Halloween. Of course, John Carpenter would bring Myers back for the next movie, but for this one we would be exposed to Celtic mysticism, skull-crushing androids, head-melting masks, and dingy California Coast motels full of sleazy old- man-on-hot-young-chick sex.

It seems that there are strange doings at the Silver Shamrock novelty factory in Santa Mira California (a fictional town created in the original Invasion of the Body Snatchers, which this film is in part an homage to), a town founded by Irish immigrants who apparently schlepped a large chunk of Stonehenge to America from the Islands. A local doctor (played by mustachioed John Carpenter workhorse Tom Atkins) and the brash and sexy daughter of a murdered man (played by the very 80’s looking Stacey Nelkin, who sort of looks like a cross between Elizabeth Berkley from Showgirls and the chick from Flashdance – you can see her in the pic above having a look at her own beautiful ass) investigate the evil presence in between bouts of nauseating old/young sex at the local flea trap.

One of their nemesis in the film are the super-strong androids in business suits (predating the agents of The Matrix by decades) who always seem to be around and ready to squash a dude’s melon in their gloved hands. When some of them are busted up there for sure seems to be robot-type parts in them, but the head bad guy, a wanna be modern Samhain loving Druid played by Dan O'Herlihy, mentions at one point that one of the suit dudes was created in 17th century Germany. Huh. This would lead me to believe that they are more like Homunculus than android, but what the heck to I know. Just another head scratching mystery in this film.

O’Herlihy plans to celebrate Halloween in a unique fashion. His popular masks have a computer chip fitted with a chunk of Stonehenge, and when a special (and annoying) musical commercial is played, the mask-wearers head turns to goo, and snakes, roaches, and other vermin come pouring out to attack any others who might be around. What the hell that has to do with druids, Samhain, Stonehenge, or anything else is entirely left up in the air. You want answers mister? Tough titties (Stacey Nelkin’s titties, which you get a decent look at in unedited versions of the film).

It is a weirdo premise, and it is exactly that premise that keeps me coming back year after year. This cheaply made film with an unattractive cast (except for Nelkin, who despite having a creepy look in her eyes is quite fetching. But once you see Atkin’s hairy mitts all over her in bed, you can never look at her the same) is just gonzo with all its bizarre mysteries. The idea comes from the original writer of the film, who actually has a pretty good pedigree. It’s Nigel Kneale, creator of Britain’s first science fiction scientist hero Doctor Quartermass (although his script here was dislike by Dino De Laurentiis, who didn’t think it was gory enough, so there were some rewrites and eventually Nigel had his name removed from the film).

The following is according to Wikipedia:

Historian Nicholas Rogers notes that Halloween III is "the only film in the [Halloween] cycle that explores the sacrificial aspects of Halloween in a sustained manner."[12] Film critics like Jim Harper, however, called Wallace's plot "deeply flawed." Harper argues, "Any plot dependent on stealing a chunk of Stonehenge and shipping it secretly across the Atlantic is going to be shaky from the start." He noted, "there are four time zones across the United States, so the western seaboard has four hours to get the fatal curse-inducing advertisement off the air. Not a great plan."[4] Harper was not the only critic unimpressed by the plot. Roger Ebert of the Chicago Sun-Times wrote, "What's [Cochran's] plan? Kill the kids and replace them with robots? Why?"

Why indeed Roger, why indeed.

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.

Wednesday, April 22, 2009

Yo, Dog - it's da Urban Druid



OK, that's for a modern game, but the urban druid could fit well into all sorts of genres. But for now I'm thinking fantasy.

I love the idea of an Urban Druid. I really only GM games, but if I still played in them this would be my next character. Though created for later editions of D&D than I use, It would be only a small deal to adapt it.

Although I only discovered it online recently, it first appeared in Dragon Magazine # 317 in 2004. There is also an Urban Ranger apparently, and I will for sure look into that later.

The urban druid lives in or near major settlements, and draws it’s power from the people, the animals, and the buildings of the town or city. The buildings are the urban druid’s trees, the alleyways it’s “nature trails,” and the streets it’s rivers and streams.

Rats, dogs, cats, scorpions, spiders, ravens, and the almighty cockroach are the urban druids friends and range of familiars.

One of the coolest powers of the urban druid is Crowdwalk. With this ability, the druid can move through crowded city streets as if they are an empty field. You can imagine looking down at the teeming city streets, and the urban druid passing in a straight line through the crowd without brushing up against anyone.

The urban druid can also take on not just the animal shapes of the city, but the city itself. At mid-levels it can become wagons or doors, and later houses or even streets. I’m already thinking of a high level urban druid NPC for my major city, who likes to take the form of a mystical looking house (think Doctor Strange’s Greenwich Village pad) at the end of a street in the poor part of town. When he is on the move in humanoid form somewhere, locals go “wasn’t there an old run down house down there this morning?”

The article is reprinted at the Eberron site if you haven't seen it. Hella cool.