Showing posts with label gnome. Show all posts
Showing posts with label gnome. Show all posts

Friday, April 8, 2011

Night Below Modifications

Now that the long campaign is over, I can talk about some changes I made to the adventure as presented in the module, and some of the reasons I made the changes. I doubt many people are going to take up a super-long campaign with this (one campaign I read about started in the 90’s and well into the current decade – something like 8 years including all the book in the module) at this point, but you never know.

Some of the things I read online when I started the campaign were how players were pretty sick of the oppression and the simple hack and slash of the adventure as it proceeds to the City of The Glass Pool. By that point, role-playing was mostly confined to interacting with a variety of evil and neutral tribes of creatures in the Underwilderness. But in reality, it was I who was getting a bit tired of throwing things at the party in the same setting again and again for two years. So some of my change-ups were not just to save time, but to give me a little variety. Here are some of the things I did, for posterities sake if nothing else.

*Time saving: I think this is key in TNB. This campaign takes people years and years to finish, if they don’t get fed up with it by then. I didn’t want to make a lifetime commitment out of The Night Below. So I cut corners as much as I could even though this particular campaign did not include Book 1 or Book 3. Even with an eye towards time management, this campaign has gone on for a bit over two years. We play for around 3-4 hours twice a month, so if you play a lot more than that then time is not that much of an issue for you. Many of the changes I made in this module cut down on some of the challenges, but they saved months worth of sessions. Where I did remove or tone-down foes, I tried to compensate with other, less time-consuming challenges.

A Sketchy Timeline of Changes

*I bought a used Night Below boxed set on Ebay several months into a casual campaign that had PC’s working for a caravan from the big city of Tanmoor. This caravan was travelling to the southernmost frontier towns of the Tanmoor Kingdom. Ultimately, the players planned (through the urgings of the young ranger NPC “Dia”) to go to a classic dungeon crawl further south in the Hobbit lands. I switched things over then to a Night Below campaign instead. Because much adventure had been experienced in the villages and towns of the south, I completely skipped the Book 1 portion of the module. I literally used nothing from that book. I just had the party come to the largest town in the area, and discover that spell casters and others were being kidnapped wholesale and taken to caverns down below. Two of those kidnapped spellcasters would be new players Big Ben and Paul’s characters, who appeared in the clutches of hungry, stew-making Gnolls in the upper tunnels when it was time for them to join our group.

For little Ben, a player who had played a bit more than Big B and Paul, I came up with some cool stuff for his gnome to get him involved. Mainly, a sub-surface sort of panic room below town that his great uncle had built hundreds of years ago, and below this was found “SouthGem,” an old abandoned surface gnome town from ancient times that a family of gnomes from up north, The Toolos, were living in and studying and restoring. This not only gave the gnome character some gravitas, but having some things in the sub-surface area before the underdark as a buffer to the isolation below added a little color, and possible places to retreat to and rest without having to go all the way up to town.

* I added in surface town encounters with a party of drow (travelling incognito). This party, led by a drow city ex-pat named Avatara (is an NPC I have used on and off for decades) encountered a couple of the characters a bunch of games ago. They are still around the area, and have been on a mission to explore the ruins of the drow city at the Sunless Sea in Book 3. With the PC Krysantha being a drow, and The Night Below lacking in the presence of dark elves, I thought it would be interesting to have this group lurking around.

*I totally threw out the Rockseer Elf part of the adventure. Yes, I know they are a big part of it as written, but I just did not want them and their baggage involved in the game, nor did I want them to become a part of the surface world as the end of Book 3 would tell you to do. So Rockseers, including their magic items, artifacts, and bickering NPC’s are nowhere to be found. Sure, they could be around as they are, but I just don’t involve them. This saves a bunch of time (at the point in the module you encounter the Rockseers, you need to backtrack many days to go to their area), though not using them deprives the players of an opportunity to have an 11th level MU, with an enhanced set of boots and cloak of elvinkind, assist in the attack on the City of the Glass Pool.

*Deep Gnomes – I named their city Blingdenblang, and I gave them a much larger role than depicted in the module (to make up for removing Rockseer Elf involvement). They are a little more helpful, and Queen Carmenaran friendlier to them (though no less paranoid about being invaded by the evil below). They provide the usage of a flux point, and also offer up a certain amount of hospitality. I had the party save a royal engineer of Carmenaran’s from certain death at the hands of gnolls (they ate his legs), so his influence helped the party be accepted as well. I still had the gnomes a bit afraid of giving themselves away to the deadlier races down below, so they offered very limited access to the flux point (the party could only use it two or three times). I had to expand the city a bit one night when Paul’s thief/MU Lily went out to burgle a building. She snuck into a building and climbed some walls, filching from a chest in a room some gold and gems.

*I played down the big troll tribe encounter near the gnome city, and instead just had it be a small encounter with several trolls. Cutting back on this encounter probably saved at least one game session, while still providing a nice troll fight and a favor being done for the gnomes.

*No Grell! I threw out this encounter in its entirety. I really don’t like the Grell as a race or as a monster. For some reason the Grell also seemed sort of out of place and alien even for the Underdark. I really wanted the Illithid, Aboleth, and even the Kuo Toa to be the weirdest races down there. I substituted this place as a Dire Corby hunting ground, where at certain times intruders could expect to fight a “murder” (as flocks of crows are called) of them upwards of 100 at a time. As the PC’s slew around 80 of the beasts, they would cease to be a problem for anyone who passed by for some months.

*There are two encounter areas that I used almost completely as-is by the book. The first was the hook horror/quaggoth and Rakshasa areas, and the second was the Roper/Xorn areas. As usual I did fudge treasure a bit, plus I also decided these areas would have been outpost areas for the drow city on the Sunless Sea left over from its doom several hundred years ago. I included some faded drow artwork and writing on some walls, including a magical portrait of Pajarafane that had the illusion of movement and realism cast upon it (similar to the portraits in Hogwarts).

*Pajarafan/Finslayer: The only thing I changed about the historical ranger personality of Pajarafan was to make him instead a female from the past named Pajarafane. Finslayer was looking for a neutral good ranger over any other kind of owner, and the only individual that fit the bill best was the young NPC ranger Dia. I did not make Pajarafane a female to coincide with this, but it all made sense once Dia got her hands on the sword. The drow Krysantha at one point declared that Dia was the spirit of Pajarafane returned, but that was not my intention, and still might not be the case.

*Clovis the Underdark Ranger: I included this NPC as a sort of appearing/reappearing guide who could give guidance and information when I needed such things given to the players. I had thought about Underdark Rangers for a long time, so this was a chance to use one. Clovis turned out to be the son of famous ranger and Woodlord Arcturus Grimm who lived in the southern lands above currently. Both Clovis and Dia are children of Grimm (Dia only recently learned all this. Could Grimm be a descendant of Pajarafane?) Clovis was never meant to fight in the City of The Glass Pool. Instead, I have him mainly being concerned with trying to save slaves during the chaos of the city assault. His entire purpose as set up by Arcturus Grimm is as a friendly observer who can offer aid when possible, but otherwise sits on the sidelines.

*The party encountered a raiding party of Minotaur’s (from my using The Old School Encounter Reference for encounters instead of the books). When Krysantha the drow druid changed into a bat to go see where they came from, I went ahead and included a Minotaur maze city hidden a few miles off of the main passage. Krysantha did not look into it further, so I did not have to wing further encounters off of that. That would make a nice mini-campaign sometime in the future (because I think the maze city idea is hellacool).

*Book 2 really plays up the Jubilex shrine area, and seems to think it is an obligatory encounter. It isn’t. The party fought the Rakshasa (actually, they left him alone for ownership of the Deck of Many Things), the high level deranged magic-user, and some of the jelly/ooze overflow, but had no intention of going into the temple. I suspect a lot of players would avoid it, even if they suspect there is treasure. Nobody likes dealing with oozes. I think knowing about it, and hearing some lore about it, was more interesting than actually having the players go in there. The party bypassing it probably cut down on yet another session.

*Mixing up the Slaver attackers near the purple worm area: the diverse party of high level Slavers is a cool encounter and a brutal fight. On top of that, I added the character Xavier as leader. A high level fighter/thief, Xavier was created by Paul so his character Lily could have a bad man in her past. The module had this group attacking to kill in very brutal fashion. I found that silly considering these were slavers looking for more slaves to sell for top dollar. So I held off of the major killing attacks at first. That made the encounter less dangerous, but it was still a big challenge. Two characters were left in negative hit points (fighter Helena and MU elf Lumarin) when this fight ended (more or less in a draw, as the roof collapsed from all the powerful spells going off), forcing the party to find a side cave to rest in for a week (they had no access to high level cleric heals and such).

*Derro Town - Adding an urban location in the derro area, whatever the size, is a must. I like that this part of the Underdark (the southern Underdark in my world) is a wild wilderness compared to the northern Drow/Illithid/Cloaker empires, but the long-term isolation and oppressive surroundings are a bit much for player and DM alike. The module would have players travelling to the surface world again and again to restock supplies (and train, which I don’t really require) and rest, but I figure that an underground trading town near the City of The Glass Pool provides some shelter and stocking of equipment and scrolls and such when they need them the most, assuming the party does not just attack all the evil things. So I had a small mind flayer tower on a hill at the center of town, and several hundred derro (some of whom are under the control of the Crown of Domination) run the towns establishments.

Besides the Illithid tower (usually manned by a couple of mind flayers plus Zanticor the main mind flayer visits often. Also, a troop of ogre and troll guards are on the first level), there is a derro tavern (a large building open to all races who can pay), a brothel made up of various slave girls, a road house with rooms for rent, and a street market with food, supplies, animals, water, and even a group of derro dealing in scrolls and magic supplies. As long as a party of adventurers doesn’t draw undo attention, this is a great place to rest and resupply. Also, characters may just want to assault the tower and kill the mind flayers, which would cause some chaos in the town. In my game the party negotiated with the derro renegades so they would cause various distractions (cave-ins and explosions) on the outskirts of town so they could assault the tower with little interference. After all that, the party used the tower as an HQ, and a place for freed slaves to be safe while the party attacked the City of The Glass Pool.

*The Froghemoth – I never really got to use this behemoth that originally appeared in the Expedition to the Barrier Peaks. Nope, there is no Froghemoth in the Night Below material. But I thought it would be nice to have one around in case I needed just one last dose of possible death to hurl at the party. I decided that Kuo Toan priests could control its actions through special flutes (made from fish bones). They would keep it under the Glass Pool in a large water chamber, to be released under one of two circumstances: Either when the statue of Blipdoolpoolp was defeated (which they didn’t think would ever happen), or if I needed another big encounter and could have priests lead the Froghemoth into the next big cavern to attack the players tower, which would have been a cool set-piece. As it was, I had the creature appear after the fight with the statue, and the players booked right out of there. So never got to use it (although it will still be down there amidst the chaos of the broken Kuo Toan city).

If you’re a DM planning to use The Night Below (either for 1st edition as I did, or for it’s intended 2nd edition) and want more details, just search my blog for “Night Below.” My players discovered my blog late last year, so around then I’m a bit less open about my inner thoughts, but still there is a lot of good detail and ideas within those posts.

Thursday, April 7, 2011

Campaigns End





Well, there you have it. Last night we finished up my Night Below campaign. At a bit over two years in duration, it is surely the longest campaign I have ever run. It was cause to party, and I was sucking down the brewskies with the satisfaction of a long run concluded.

No combat went down in the session, although towards the end during the final treasure shares, Krysantha the Drow and Vaidno the Bard seemed prepared to whip out there weapons and throw down, specifically over what to do with the Crown of Derro Domination. That would have been cool; finally a character death, at the hands of another character no less. But they managed to table further discussion on it and leave it with Vaidno for now. I have to say, it was really nice to relax and watch the characters, more vocal with each other than ever, pretty much take the ball and run with it. Some great role-playing went down.

Back at the surface and cleaned up, the characters were taken before the Queen of Tanmoor, Libertine, who had secretly come to town with some royal guards to see what all the fuss and kidnappings were all about. Meeting with the characters and hearing their story, she gave them modest rewards, and each a Royal Medal of Valor.

The group all went to Terry’s long-time hobbit character’s castle on the border of the Halfling lands for a party in their honor, with all kind of food, kegs of ale and wine of the finest hobbit make, and musical revelry. Lumarin the high elf MU amused himself by giving Terry’s hobbit’s children Tenser’s Floating disk rides in lieu of a pony.

Although rolling in dough from the adventures (I think most characters ended up each with somewhere in the neighborhood of 15-20 thousand golds worth treasure, not counting magic items), nobody is truly rich, so there will be plenty of reason for them to set out and adventure again in the future. I have a couple of high level modules in mind I might like to use on them.

But for now, the characters can go on with their normal above ground lives. Vaidno can go visit the tower the Deck of Many Things provided him (along with his 18 charisma), and Terry’s fighter Helena can marry the NPC soldier she got hooked up with in the course of the adventures . What the others will do, time will tell. But all characters have earned a deserved time of rest in the sunlight of the surface world.

Considering that three years ago I was on year 4 or so of gaming retirement (and dying to run games), I consider myself fortunate to have had the opportunity to run a fairly intense and complex campaign for such a great group of players. Most of our games were like little parties, and were big fun. I want to give special thanks to Andy for hosting us at his place; his wife’s backroom workshop (thanks to Andy’s wife Kara are in order as well) which, with its kitchen and nice garden backyard patio, was a nice place to play. For Andy, Terry, and Dan who have been there pretty much since the inception of this group over two years ago, I give wide thanks for being there for the whole ride.

Andy and the wife are probably going to be renting out the back room at some point in the near future, so we are losing the space to play most likely. Our best bet after that for our regular games would have been Dan’s spacious house up on Mulholland Drive, but he is still having construction done on the house and his wife is apparently days away from having her baby. So the games I run may lessen for awhile. A break might be nice, but I’m hoping to put AD&D aside for awhile and do a little of the Knights of the Old Republic thing I want to run. Some more Champions would be nice with just three or four players, and you know I’ve always got my precious Call of Cthulhu in the back of my mind, waiting for the right time to strike from the shadows. Game dreams and hopes galore.

But whatever happens in the near or far future, I’m just damn glad to have been able to run a long and fulfilling campaign. Here’s to more gaming goodness to come! “Excelsior,” as that old bastard Stan “The Man” Lee would say.

Thursday, January 13, 2011

Taking Pride in your Group





(pictured above: Our usual host Andy, and also a group that is not us)


As it has been pointed out here and there occasionally in my post comments, I don’t necessarily lean towards the positive all the time when talking about my games or my players. Let’s face it, some of us deal with happiness by just enjoying the happiness without making a big deal out of it. We deal with things we aren’t necessarily happy with by ranting about it. It’s sort of like guest reviews on a hotel’s website; you see so many negative ones because it’s mostly people unhappy with the experience who are compelled to review in the first place. I actually love my group, and I want to talk about it a bit from that perspective.

Currently there are seven of us regulars in the group, which is perfect really. Our games at maximum occupancy are one GM and six players. Perfect amount of players, because you can still have a fun and epic game with 5 or 4 players. Even with three players available we can do alternates or whatever. I keep the player count at a max of 6, but usually have sort of a waiting list of people who want in (a problem I have not heard that other locals groups have). I hear on an almost monthly basis from locals from various sources wanting in on the games. So many that I have considered trying to get a second, separate group together. But it’s hard enough to put together the time for one such group, so I think that is going to have to be my one and only group. Fine by me.

Four of us have been there pretty much since game one (or “game zero” as I like to call it), two and a half years ago. Me, Andy, Dan, and Terry (our token chick player). For around a year we had two or three players come and go, which is usually par for the course in any groups that weren’t all friends to begin with. Then Big Ben and Paul came along around the same time around a year or so ago, and we have had the same steady group now for close to a year and half. Little Ben, who played for a bit the other year but had work obligations, returned a few months ago. He has missed a few games since then, but more out of happenstance of his schedule more than anything else.

So, a solid group for many moons now. That seems to be a bit rare, at least in the Los Angeles area. Most groups I have seen or have experience with don’t seem to be able to keep it together the way they would like to. Not a knock at them, just part of my gratitude for a steady, steadfast group of great players. One experience I had was with a DM in West LA with a presence here in the old school blogs that resulted in my freshly created character being slain by an unfriendly and somewhat hostile player less than an hour into the session (I won’t include any links or names here. Regular readers can figure it out; I don’t wanna be starten’ nothing or cause any epic weirdo freak-outs), who turns out is the DM’s ONLY regular player over the years. Hmmm…wonder why. Regular player and co-founder of my group, Andy, had similar experiences with that GM and that player. As a matter of fact, Andy’s experience with these same people a few years prior to mine caused me to see Andy in a whole new light after my own shitty time with them, and to gain new appreciation for him and his play style. Andy seems just as happy to have a great and friendly group of regulars as I. With what is locally available out there, no wonder.

So yeah, I am happy with, and proud of, my group. For anybody in the past that has commented that perhaps some of my unhappy experiences outside my group is perhaps my own doing, I can only put forth my evidence against that theory: I have 3 people who have stayed over two years for my games, a pair who have stayed regulars for well over a year so far, and one who came back after a several month absence. My running of some OD&D at a local mini-con and then an Orange County Gaming Con last year were very well received, although I will admit that I think some of the friendships I made at those may have been affected by some of my harsh words in my blog about some of my other local experiences. Even Bob over at Cylopeatron, who I think looks at me with an eyebrow cocked lately after initially being fairly friendly, will admit that in his Gamma World session at the MiniCon event that I was the player MVP of the day (helping take the one-shot session to a solid conclusion when it was looking like it would end in a cliffhanger or forced conclusion at best).

So in regards to myself, my conscious is clear despite the occasional kerfuffle: I’m a very decent, fun and welcoming GM whose decades of experience shows, and as an occasional player I put a lot of my priority into the good time of the GM and the other players at the table besides my own. The proof has been in the pudding for anybody who has met me and played with me or under me.

Enough kissing of my own big ass. Let me kiss some butt and heap some praise on my worthy regulars a bit (in order of appearance in the group):

Andy: Sometimes drinker, sometimes toker, always smart-ass. Andy pretty much co-founded the group with me. He saw me on meetup.com looking to run some 1st edition (after a several year break), and after some of his less than satisfactory experiences with local groups he wanted to be in on something new. Andy usually hosts us, with his lovely wife Kara giving us the use of her fabric workshop in the back. It’s a nice cozy area, not too small and not too big, with a patio for the smoker/tokers. I was initially annoyed with Some of Andy’s play style choices, but in the long run I have come to really appreciate his excellent attitude towards role playing, and general welcoming nature to new folk who came along over the short years. Along with Dan, Andy is a very vocal player who loves to run his characters in an outgoing fashion, and any GM knows that is a valuable person to have at the table. Not everybody has to be real vocal, but a couple of people need to be. More than anybody outside of Terry, Andy is the most accepting of playing whatever genre I want to run. Can’t `put a price on that. I’m glad we have that. In the main AD&D campaign Andy runs Vaidno, a half-elf bard. In my occasional Champions games he ran a very cool Chop Socky Jackie Chan sytle Hong Kong cop, and in my Metamamorphosis Alpha/Mutant Future sessions he ran pretty much a mutated Billy Bob from Slingblade.

Dan: Big guy originally from South Africa (white) who has lived and travelled around the world. He has swum with sharks, trained in mountain rescue, and all kinds of crazy shit. He is some kind of computer related international business man, and has a nice pad up off Mulholland where we have played occasionally. He recently married his hot girlfriend. Dan has it all, and it’s one of the reasons I give him so much shit. A very outgoing player much like Andy, Dan also tends to be a little powergamey and argumentative with his characters, but funnily enough not in a negative way that you would usually find those traits in gamers. It’s fun to play the put-upon DM to his Munchkin play style. Dan loves the escapist nature of the games, and loves to kill things. I’m hoping he doesn’t one day decide to kill the DM. Dan’s main character in the 1st edtion games is the controversial Krysantha, a female drow raised by druids. She isn’t evil, but is for sure one hell of a bitch.

Terry: I have known Terry for over 20 years, and she has played on and off in my games for that long. I met her at the very first Renaissance Faire (formerly in Agoura Hills) I ever worked in the late 80’s. I actually posted about my appreciation of Terry as a friend and player a few months ago (inspired probably by her treating me to a weekend in Las Vegas), and you can check out that feel-good post here.

“Big” Ben: Call him Big Ben, because we have another Ben in the group who Big Ben has a few pounds on. Ben has a lot of 1st edition experience from the past, and actually knows the rules btb better than the rest of us, without being a rules lawyer. Ben has actually been very valuable in looking up things in the books when I don’t feel like it and am ready to just house rule something (Andy is handy that way too). Ben runs a high Elf mage, Lumarin, in my main campaign. Ben also runs the occasional 1st edition game for us so I can take a break and be a player. In his campaign, he had us all required to run high elves or half elves. Can you see a pattern? Yeah, Ben seems to have an elf fetish. If he was skinny with long flowing blond hair it might seem to explain things, but Ben is around 6 feet tall, burley, and bald with a goatee. Hmmm…

Paul: a young college student with no tabletop D&D experience, he has a lot of experience with the D&D video games, and that seems to pay off at least in game concepts being familiar to him. For a new player, Paul has really taken things to the grill with the MU/Thief, Lily, that he ran. He eventually betrayed to the party to former allies of his, basically screwing himself out of getting to run the character any more. And it was not just to be a dick like a lot of experienced, anti-social type players might. He was actually role-playing what he thought that character might do, in the process having to start playing an NPC provided by me to continue in the game. In the Met. Alpha/Mutant Future mini-campaign we ended this week, Paul ran a mutated tree. He is very cool, with a powerful shriek and acid sap damage abilities. This character was probably the most interesting in the entire campaign. Paul sort of inadvertently named out group last year. I started a private Yahoo page for us, and needed a name for it. I didn’t want some dorky gamer name, so Paul said “you should make it something abstract, like “Waves of a Forgotten Box” or something like that.” Thus, a group name was born. Call us “The Wavies.”

“Little Ben”: not really little, but smaller then Big Ben. He played for a bit the other year before his schedule got involved, and is now back playing again. A good guy, he is a solid player despite running a non-combatant in the Night Below games. His gnome, Ormac, chimes in with the occasional illusion. When another player murdered a captured NPC a few games ago, he refused to accept a magic item (want of magic missile) that had belonged to the victim. To me that is some pretty good role playing of a good character. How many spellcasters, especially one with few combat spells, would pass up a wand of magic missles?

There you have it, the current group, and I’m damn proud to be a part of it, much less the main GM. Without them, I would be awash in the gamer sea of flotsom and jetsom out there. How I got so lucky, I’ll never know. Or maybe I’m just that damn good ;)

So, tell me about what makes you proud, or at least happy, about your group…

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.

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.