Showing posts with label underdark. Show all posts
Showing posts with label underdark. Show all posts

Wednesday, July 13, 2022

Hey kids! More Game Sex!

 

Not that I am in a salacious state of mind or anything, but after posting about male players and their D&D their character sex lives, I was thinking of some other situations in games related to females and their female characters in my games. I mean, their characters are fully capable of seeking romance, and sometimes they do. 

IMO though, there is a big difference between male and female players, and that may reflect real life to some degree.   For the guys make believe relationships aren't goal number one. It about their whatever getting their "jimmy" "copped." For female players I found that since my earliest days, it's about relationships and often marriage. 

It was usually around 95% of the time with NPC's. Sure, the were very often sort of stand out, heroic NPC's that they met, or were around for whatever reason. But I remember in a campaign around 10 years ago one of my players characters, a female fighter who grew up with lots of brothers in a military family, had met a somewhat non-descript soldier NPC in the course of the campaign and dated him briefly before heading in the Underdark for The Night Below. During the course of that, the characters found a deck of many things. A couple of them got wishes, including this female character. What happened next was baffling, humorous, and controversial among the other players (who did not learn about it till way later); she used her wish to have the NPC she fancied propose marriage when she saw him again. Awesome. Some might call this daft; some might call it great role-playing. I'm the DM so I can have no opinion. I do not judge.



It can come from some unexpected places. A few short years ago when I first moved into town I met "B and L," who wanted to do some D&D and were looking for a DM and group to get together. B had some 1st edition experience from the military, and L had zero DnD experience. Well, within a year or two they had become my besties. This younger couple pretty much adopted me. In large part because I was in a new town where I didn't know anybody, it was a godsend. 

That Xmas Day they invited me over 
for booze, food and boardgames. I otherwise 
would have been home alone on the XBOX,
or in a casino. BTW after spending a holiday
alone on video games or in a casino I like to 
have a good cry. Kind of a tradition. 


But anyway, we got this little face to face group going. "L" ran a half orc fighter, Emen. 

One of very few female half orc images
that don't just look like a full orc.


L had no RPG experience, was not a heavy role-player as far as her character, but one thing stood out fairly quick about her. She fancied an NPC and went after her.

OK, here it gets complicated. So I was using The Lichway. It was an eventual destination. But in this go around I had Dark Odo and her gang, a staple of the module, and had them in the city where they met the other characters at a party held by the PC party's rich patron. Just to relieve the fact that all these unconnected groups "just were" in The Lichway, I thought I would expand upon them. Give more gravitas and make it have some sense. So Most of the inhabitants listed in Lichway were at this party. Odo's gang, the four thieves encountered there, etc. They would all hear about Lichway, and most would go there prior to the party doing it. So there was some method to the madness therein. Just a new approach to the dungeon denizens.

One of Odo's gang in the material was Runis. A female chaotic evil fighter. I changed her up a bit. I toned down the alignment to neutral. I had her obsessed with using a variety of weapons (I think because in the Lichway she had a bunch of weapons). And I also had her be a Sandlander from the module, one of this race that once ruled the area but now exist in small villages in smaller numbers. Runis was convinced by Dark Odo that as one of the last pure blood Sandlanders she could help her become a ruler in the area. 

Anway, as she was a beach-grown person, I gave her light colored hair and a build like a pro volleyball player. The material also described Sandlanders as "Dour," so I included that in the image search. Here is what I found:

"Dour?" Check. 


Emen moved in on her, and the dice responded favorably. I found this fascinating. Not only was L not a deep role-player by any means, but I saw no indication that L herself liked the ladies in any fashion. Though it's true, I've only known her like three years now. But this, to me, was a stand out moment of role-play. That she cared enough for her character to get into a relationship with another shows that she at least cared about the "story." Anway, when the campaign ended Runis and Emen (after some tension in the Lichaway as they were in opposing groups) were living together in the big city. 

I really don't know how much of this happens in other groups. I have mostly run for private groups and don't interact with the outside gaming world much. But in the 90's when I was almost exclusively running for groups made up of people I already knew well, the potential for sex among the characters was probably easier to digest. 

Though through Roll20 I am coming across more people, strangers, than ever before, and as described in my last post things got a little hot and sexy with a male character and a female NPC. And all my players, male and female, got a kick out of some of the humor that came from that. A situation I can't wait to see more of in coming days. Most of the other characters either distrust or outright hate this NPC. Will he succumb to player-on-player meta-peer pressure? The Discord is chock full of derision for him getting with her. 

But outside of all that, and to put a cap on this, I will say that the most important thing to me is that I run an adult game for adults. I want there to be adult trappings along with all the high fantasy. So, when these adult things happen in my games, I'm always glad and consider it a good sign.


Not counting that bard player mentioned last post
who made me feel like a pimp for PC's.


YMMV.

Cheers.




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, February 10, 2011

Don’t rush the campaign, bro

After several years without so much as a cold (good times wherein I got to use almost all of my sick days for fun things), I got hit hard by this flu that is going around late last week, and am still trying to shake off its evil grip. So last night instead of getting back into the heat of things with the assault on The City of The Glass Pool, I had Big Ben do a session of his elf-centric campaign since I wasn’t really feeling on-point. In a couple of weeks we’ll get back to my campaign, but this has given me a chance to rethink some things about how I am letting myself feel about my now high-level campaign.

In the last few months I feel I have been thinking a bit too feverishly about finishing the current Night Below campaign, which has been going on strong for around two and a half years now (the actual underground portion being about two years). I have enjoyed the epic nature of the adventure, but I think I have let my desire to run other things make me too obsessed with the end of this thing. I keep saying “two or so games to go,” but the fact is that I don’t really know how much more there is too do. The party has taken care of one or two goals that are required to cause the breakdown of the Kuo Toan society in TCOTGP, but there are still a couple of big things to be accomplished to bring it all home. Plus, who knows what other plans the party might have in terms of some looting and other activities they might engage in after the fall of the nasty little city. And of course a long campaign like this will require at least a full session of epilogue for the characters after all is said and done (the return to the surface world, personal affairs, etc). So although I judge that the immediate adventure should take 2-4 more sessions, I’m not going to rush it anymore.

The fact is I’m having much more fun running for higher level characters than I thought it would. It’s been many a harvest moon since I did regular games for characters over 7th level. I’m usually ending a campaign after about a year and moving on to do new characters. Not that the higher characters careers end or anything like that; but their presence in the game world in the past has often been relegated to cameos.

So, even thought I will be starting some Knights of the Old Republic sometime in the next couple of months (the gang seems to have come up with some interesting characters for that – most of them have downloaded PDF’s of the rules). I’m going to go ahead and let book 2 of NB play out, without any sort of imposed ending by me. Does this mean I’ll go right into them going into the lowest depths and into The Sunless Sea of book 3 of Night Below right away? Maybe not. Book 3 ends in an assault on an evil underground city as well. So I think I may have some mods to make, and will probably want some time to pass so the players don’t get bored. Judging from my online research on NB, the majority of campaigns barely make it to the end of book 2 before all involved are fed-up.

But it has been a fun campaign, challenging and rewarding to run, so I’m not going to be in such a rush to put a stopper in it any more. Let it go where it goes.

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!

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.