After several weeks we managed to get back to The Night Below. Until last night I figured it would be maybe three games to finish this up. Now I feel I could not have been more wrong.
I can’t say it wasn’t fun. It was a mostly role playing session, with a short bit of combat at the end. But it was not meant to be hugely talkative, because in this game I expected the group to meet the Derro Renegades, and then spend around half the game in the Derro Town (the last stop before The City of the Glass Pool). I’m no railroady DM though, so things rarely pan out the way I would like, especially in relation to the amount of time things take.
I have a group where the players are all often of a different mind about things with each other, and it is for sure like that with the characters. Not generally especially argumentative with each other, when it comes to the handling of captured NPC’s or treasure they can argie bargie (using the terminology of my Scottish parents; “argle bargle” counts as well) up a storm.
The thief member of the slavers that were fought (to a standstill more or less) last game was charmed by Kyrsantha the drow, so she returned at the beginning of this game from running away from the cave-in. Two characters, Big Ben’s Lumarin the Grey elf MU, and Terry’s Helena the human fighter, were at negative hit points and therefore pretty damn jacked up. The slaver’s young thief Prentyss was then taken into custody (but treated friendly at this point) and the group backtracked a few miles and found a perfect side cave to take the several days rest required for the negative hit point nellies to recover. On a side note, Helena was negative 8, and it had been a long time since anyone in my game was that bad at such a high level (Helena has around 50 hp). My impulse is to at least have some minor crippling of some kind, but that is always tempered by the fact that D&D isn’t really set-up for that. In the long run, I didn’t have anything be wrong once the time period went by, although I am likely to give her a minor thing next game, like a minus 1 to the strength in her shield arm or some BS like that.
Anyway, let the hours-long never ending argle bargle commence. Ultimately, both Kryantha the drow and Lumarin the elf felt fairly harsh measures where called for. Not killing (I think), but at least stripping Prentyss of her stuff and sending her off alone into the Underdark. Now, both these characters are lawful in alignment (Lumarin lawful good; Krysantha lawful neutral) and it seems that the last couple of games I have to constantly remind them. I’m like “If you are going to choose a lawful alignment, fucking own it! I didn’t make you choose that alignment.” Man, nothing is more tiring than fretting over alignment issues. The people that don’t use them for sure have a point.
It seemed like they were ready to send Prentyss away to the surface world along with an Invisible Stalker escort to protect her, despite the now uncharmed and tied up Prentyss telling them that gang leader Xavier has a map of the City of the Glass Pool and would probably trade it for her. It really seems that both Lumarin and Krysantha are taking out a lot of their anger
at Lily for her betrayal last game on this thief NPC. It all smacked of chaotic actions to me. Even ol’ chaotic good half elf bard Vaidno has become a voice of reason aimed at these guys. Only Vaidno, Helena, and Ormac the gnome seem to not have become bitter at the heavy experiences they have had in the Night Below.
Dia, the NPC ranger and bearer of Finslayer the anti-Kuo Toa, Aboleth, and Drow sword, finally spoke up, and the sword demanded that Prentyss be kept as a useful hostage. Finslayer only cares about what will help the goal of destroying it’s hated enemies. Meanwhile, both Lumarin and Krysantha seem more bottled up with their own vendetta’s against a couple of young female thieves than in destroying the true evil power in the area. In this game for sure they seemed somewhat unlawful to me. Both Ben and Dan are stone sure they are correct in their thoughts and actions (and I have to admit that it is often hard to figure out what is supposed to be coming from the characters, and what is being vented by the players themselves. Here is where it starts to feel like work).
So it is decided that they will take the hostage Prentyss along with them. So begins the hour long bargle over who gets what out of Prentyss’ belongings. Hoo boy, another long spirited debate. At one point Andy was yelling at hard-headed Dan here, and it was a comfort hearing somebody else having to raise their voice at the sometimes obstinate and power gaming Dan.
Poor Paul. Paul is a young guy who came along late in the group, and had no tabletop experience before (although he had lots of D&D type video game experience, such as Neverwinter Nights). He turned out to be a great roleplayer though, and his actions as Lily last game netted him more experience than anyone else has received in one game in this group. Just outstanding stuff. Paul got a kick out of all the trouble Lily was still causing in the group despite having run off with Xavier and gang, but lets face it; sit around for three hours listening to the arguing with no character present is tiring, and finally he was picking up his stuff and ready to book. But I had him stay, and for one little combat encounter with a Derro patrol I had him show up with a Githyanki NPC to run and join the party. In the little bit of time we had, he got right into the character (he had Githyanki experience from them being a major plot point in one of the Neverwinter Nights games).
So there we had it. A spirited game, but one that had way to much in the way of debate. Fun on one side of the coin; exhausting as the chapter in LOTR where they all argue at the meeting in Rivendell on the other side of the coin. Just in the spirit of getting the campaign to a conclusion sometime this millennium, I am going to have to cut these debates short, putting some kind of 15 minute time limit on any subject on the table. It was a special case though, in that they all spent a week in a small cave, and that added to the slow down in game play. I’m hoping we can now move into a nearly all combat phase of the campaign finale. In those brutal and deadly last hours of the campaign, these guys are not going to find me to be the softy, pushover DM I tend to be just for the sake of shutting people up.
Time to pump it up a notch.