Showing posts with label Ripper's Gaming Sessions. Show all posts
Showing posts with label Ripper's Gaming Sessions. Show all posts

Gothic Earth Session 14: The Hot Winter

http://www.gjenvick.com/SteamshipArticles/SteamshipCaptains/1895-CaptainsOfTheGreatAtlanticLiners.html

Last nights game was all about movement. The party got out of Switzerland and their search for Fu Manchu and the Sacred Spirit Blade has finally had a break; George Weathermay discovered that the artifact had been sold in an auction in Egypt. Boarding a pleasure cruise, they sailed to the Far East, and all feel that they were led by their nose by the Celserial Order of the Si-Fan, but what are they to do?

The trail has taken them across the world into the exotic jungles of British Controlled Burma where they will find themselves learning more about their enemy than they probably want to.

 I love movement! It is a big part of the game. The game was liner, we had skipped October, tis a busy month, I didn't even have time to blog, and the writing time that I did have was spent researching and prepping.

You never know what your players are going to do, but I was shocked when they told me when their boat landed at Morocco, their first port, that they were just going to spend their time on the ship and not leave. WHAT?!?! Who does that? I had even posted some cool films of Tangiers on our Communications page to get them wondering why it was there, and they watched them; but, "we've decided that we are staying on the ship and relaxing." I told them they can relax in Tangiers so that they could find the clue and we can play this game.

I had written a murder mystery for them as well, but they weren't feeling it, so I didn't push it. They were interested in the main story arc, THANK GOD! A twisting and turning web that has them wondering what is going on, and a return to the true campaign.

I hope that they enjoyed their break this game, it is always calmest before the storm.

Gothic Earth: Session 13 (Ding Dong)

I had gotten some excellent advice from our friend Scott Anderson, I had designed an overly precise flaw to the dungeon, and none of us were really paying attention to the game. So, we had to back up. I asked my players what they wanted to do, and told them what my thoughts were. Most of the last game wasn't a total loss, we did good work! We decided to back things up to just before the party left the elevator, the relic of Sebaldus gave everyone a dire warning of what lay ahead.

CORRECTING THE RULES

I also had to correct some mechanical flaws that have crept into the system. Masque of the Red Death, I don't feel, was designed for higher levels of play. I don't think that the designers ever thought that folks like us would be playing it long term.

If I could go back to the beginning I would have blended the two spellcasting classes into one class, and added psionics as a fourth class. Mystics are just too limited in what they can do, and they are reduced to spell work because if the bad guys are able to close, folks are going to die. To correct the problem I have abandoned the Priest Sphere system and allowed the player to pick spells based off of role-playing rather than the very limited system core to Masque rules. The altered casting times still apply! But the system for acquiring spells doesn't work. To give the player an offensive option I also gave her a psionic wild talent, which play-tested fine.

With combat, I had to drop the Rate Of Fire as it applies to firearms. As it sat, a random encounter of eight 0th level bandits who got the jump on the party, all of them having 6 shots apiece, would TPK even our 8th level party in a couple of rounds, which won't work, so I reverted back to Core rules of 3/2 for fighters and one shot for everyone else. I've got a PC who has a trick shooting proficiency, I let him fire into melee with no penalties.

The AC issue (everyone's base AC is 10) was addressed by reminding them all that AC floats, it improves with taking cover and using your environment. On my end, I had to apply this system to my creatures.

These changes all improved the game. Combat was much swifter and more fair for everyone.

INFORMING THE PARTY OF NEW VICTORY CONDITIONS

This dungeon was my own design, because of events outside of the game which was beyond our control, they were all killed. We went back to the beginning of the 9th dungeon level, and I let everybody know that this was it. No takebacks. The party could not leave this dungeon, and they must finish tonight. If at the end of the night they still haven't slain the Belalp witch, they lost. She escapes and entombs them all in the dungeon and the game is over.

The players had taken over the elevator and made it secure. Two players were unable to attend the game, their characters controlled the elevator and guarded the supplies that they had so the active party was unencumbered.

Play Begins

The players went back up to the main dungeon and systematically cleared it out and found some nice weapons and armor that I had placed up there. I had hidden some Drow Platemail+5 as well as a Drow Longsword+5. Both of these items helped immensely and disappeared as soon as they left the dungeon.

I had wanted to take away their guns, this tomb hasn't been opened for a thousand years, everything except for the witch is dead and cursed, mostly ogre skeletons and zombies, and another section for the huge undead giants. Guns were pretty worthless, but I had old-fashioned arms scattered around to deal with them. The trick was to increase your AC. We had four players show up for this session and the game was well balanced, tons of XP to go around nice treasure, and the player who had put on the Drow armor and was a tank managed to find a huge spider which she rode around the giant section of the dungeon.

One player did end up dying, the victim of a giant banshee, but she was resurrected before she turned into an undead herself. It was a dangerous place and I expected some fatalities. By searching the dungeon before taking on the 9th level they were ready to take on that dangerous stuff.

Right out of the elevator, on the bottom level they had to face an entire unit of lawful monster skeletons who fought like centurions, it was a brutal battle and this time they were more evenly matched. It was still a long encounter, powerful undead fighters who were also very difficult to hit. The party figured out a way to punch a hole into their defense and managed to control the pace of the fight. It wasn't just a dice-fest either, which made things go more smoothly and we all enjoyed it more.

Finally, they fought their way to the Witch and after a long tricky battle she tried begging for mercy and they promply executed her. They had control of the dungeon and it was getting late so we decided to skip the battle with the undead centurions, choosing to quickly summarize it, the skeletons would have done the exact same thing, and offered no challenge.

They fetched the Relic, this time the witch was dead so the Demonic god was weaker and Sebaldus had a chance of defeating it . . . a 25% chance, but since the witch was dead, the party could still escape if Sabaldus lost. I had them roll the dice. They needed a 75 or higher to defeat the devil: they rolled a 76. Sebaldus destroyed the sentient idol, breaking the curse on the land and finally defeating this dungeon.

Sebaldus rewarded those who showed up in different ways. The Cleric was granted the Wild Talent, The Gunslinger was given more strength, the German Spy was granted Dexterity, and the Explorer was given the ability to know Latin.

The fun that we all had from this session more than made up for the last session!

AFTERMATH

This was my most ambitious game design. It incorporated a lot of OD&D principles, and while the initial prep for it was intense, there was virtually no prep once we started playing it. The entire scenario lasted us seven sessions.

It featured two separate dungeons; a mine and a witches lair, both reset themselves in a way that they could always be explored and offer challenges. We didn't finish the mine section, it had one more scenario hidden in it which was never triggered. 

Overall, it offered something for everybody at the table. A very difficult mystery to solve, a living world to interact with, tons of NPCs which were fun to run, and enough XP to bring the regular players up to level so they can take on even more grueling challenges ahead, as I now think that they are ready to get back on the trail of the main campaign villain, Fu Manchu. So! It is off to London, which I will write and maybe play with some Play-By-Post via Facebook. We are skipping the game for the month of October, and opting to have a Halloween Party instead.

 

Gothic Earth: Session 12 TPK

Well, last weeks game had some major issues and ended up falling apart. Technically, everybody died, but there were things going on beyond our ability to control. It was horrible. Nobody had their thinking caps on and this is a very hard game. I knew that from the beginning. Whenever something like this happens, you learn a lot, and we did.

Lets back up. We took a month off and are playing twice this month, this being the first session to make up for August. I had beat them down with a dragon, and their characters needed time to heal up. This gave us a week where they just stayed in their cabin, and I really don't like that much missing time, especially since this campaign will only last for 10 years of in-game time. To fill the gap I wrote some fiction.

There were things that I wanted to recap, and game elements which weren't being utilized, such as the mystics tarot cards. I never wanted to shut the game down for the time it takes to focus on divination, not in real-time anyway, so I took the opportunity to do that. Providing hints, and clues and basically telling them that it is time to move. They are transporting the bones of Saint Sabaldus, he is their knight, but there is a dark knight as well, and the party can't fight him, Sabaldus has to.

I also revealed that there were three parts, the Dragon, the creature in the mine, and the Witch, these were all connected, not separate at all, but one big problem. In order to tip the scale in Sabaldus's favor they had to eliminate at least one of these targets.

I also decided to bring the character who died last adventure back to life. I have never done this before, in all my years of gaming nobody has ever been resurrected. It was a pointless death, but I also had the Holy Relic. The character had served the town, so the town served her. They fetched her body from the canyon and returned her to the party where Sabaldus gave her back her life. In exchange for this, they lost the girl that they had saved to the witches. This also speeds up the clock, once she is made a witch they will form a coven, and this will allow the ancient witch who is imprisoned under the church to escape.

I introduced a new character as well, a German Detective who has been hunting them ever since they left Germany with the artifact, he showed up with a ton of men and they have now taken over the village of Belalp, and they arrested Van Helsing, so he is off of the table as well.

At that point, we began the game. Everybody really loved the story, the player who had died was jazzed as I had told her to keep this to herself, she rolled her Resurrection survival and passed it. Then they cleared out of town taking the artifact with them.

I thought that they were going after the dragon, they almost killed it last time, and it is injured still; I'd figure that they'd go finish the job. They didn't, instead they went right to the Tomb of the Witch, and broke the seal. There was no going back now, the Witch was officially loose.

This specific dungeon was the hardest thing that I have ever drawn up. It hasn't seen a living soul since Father Sabaldus trapped her in there back when he was alive. Inside is a living nightmare, those who followed the Witch Kevra were entombed as well, and a war over supplies raged inside until every one of them were dead. This war repeats itself over and over again. Even the dead here cannot be slain, the curse always brings them back.

Somehow, I don't know how they do it, my dungeons are always mazes, but they always seem to stumble right where they need to go. The nastiest trap in the place, they figured out. An elevator which must be locked at the bottom, it goes to the Witch's chambers, and she controls the undead to lower the elevator if she wants to. If the players don't pay attention to this elevator, they will be the ones who are entombed down there as it is the only way in or out.

So, the players fight their way to the witch's chambers, and find an evil sentient statue of some forgotten pagan god, it is casting spells, and the witch appears but gets blown away. The players take the Relic into the room, Sam knows that this is where the artifact belongs, and then the war begins, the horror of true good vs. evil, but since they didn't really kill any of the beasts party (the witch, the dragon, and whatever is haunting the darkness in the mine) Sabaldus can't win. I am describing this battle of light and telling them that it is getting darker and darker and they aren't doing anything about it. They are just sitting their listening to this. Finally I just shut down the game.

We've been playing this game for almost a whole year. Everyone was distracted and having difficulty. They didn't understand what was going on, I thought that it was obvious, but was wrong. A couple of the players were loving it, it is harder than hell. The Wizard didn't show up to play, so they had no offensive spells. We also figured out that the Mystic is unbalanced and unplayable at the level that she is at. When they designed the Masque of the Red Death box set, it was meant for a one shot adventure, but we've been playing it long-term. She is not a normal cleric, and is so restricted in her spells that all she is is a medic, and she hated it. We talked after the game and decided to grant her an offensive psionic power which hopefully will give her character that little boost that she needs.

I felt like a failure. I take things personally, I do! I did make a big error during the game. I couldn't find the stats for the ancient witch, it wasn't on my stat block sheet, instead I had placed it right on the Random Encounters sheet and had forgot, so I improvised. She had a Fake Kevra, which I ran, but I gave it way too much power, and hit one of the fighters almost killing him instantly. Afterwards I found my mistake, so there is that.

I offered two options: We could either hold the game where it is at, or we could reboot it from where the PC resurrected. So far they have opted to hold, they returned to the elevator and locked it between floors so they are safe, but I told them that there is only one path to win the scenario. They have to kill this witch tomorrow. If they flee, they'll be killed. With all of the bumbling they did end up cornering both themselves and the witch, but with the injuries that they have, they are in a very tight spot.

I feel like a cad for stopping the game because of TPK. We've got a character who has no hp left, a high level cleric who is helpless in a pit of the undead, a fighter who can't enter the Demon room, and another fighter who was charmed by the statue and is now working for it. Only the thief of the party is unharmed, and they hope to kill the witch in her own domain. Personally, I think that they are doomed if they follow this path.

I don't know. I didn't give them any XP because I was angry, but calmed down during the post game discussion. There are lots of reasons why the game collapsed, but it still feels cheap. I am not willing to take it easy on them in regards to fighting the witch. That would be a huge disservice to them. Like I said, the majority of the players were cool with the difficulty level, but we all agreed that we weren't mentally in the game as the game required us to be.

What would you do?

Do you think that it was wrong to not TPK a party for one off night? It was many factors: my bumbling, bad dice rolls, and caring for a player who was not able to play. I have no problem TPKing early games, but we've been playing these characters for over 10 years, they got us back into the hobby. I can't do that to them.

Bad games are a bummer!

Gothic Earth Session 11: The Legend of Zudet

In our last game of the summer, we lost a character. As DM I get rather fond of them, and I am always attempted to cheat, but that just isn't the way that this game works. Most character deaths are not brave or noble. There is no great sacrifice, or dying at the hands of a worthy opponent. Most PC casualties are stupid and pointless. As a player, that more often than not was the case for me. D&D is about taking risks and doing your best to minimize them, but eventually, especially with fickle dice, your luck is just going to run out. Trouble, more often than not, comes from rushing ahead. You rarely see the one that gets you until it is too late. When it happens, you typically feel stupid, and hindsight automatically kicks right in.

The players believed that they needed more power before entering the Vault of the Witch, and I agree, but it did cost them dearly. Magic items in my games are pretty hard to find, it's not that they aren't there, it is just that they are typically out of the way and off the beaten path. The players know this, but game time is so limited they really tend to keep focused on different goals. This goal on game day was searching the wilderness for what is going on out there.

They have found a sign of dragon. The kobolds are using the mine to pay tribute to a reptilian god. I never came out and said it, but there was enough out there to suggest an ancient evil living in the mountains. This is a modern game, taking place in 1890, the dragon I placed in the area is modified from the Monstrous Manual description (as are all of my monsters) to fit a more folklore feel.

They knew that the dragon was wealthy, and they are fairly high level, especially for us! They took a vote and decided that they would go dragon hunting. I didn't help them in any way, the players moved around the play map, slowly exploring different sections, I had had enough areas out there prepped to have a good idea of what is out there, but much of the fine details were determined randomly, and it was one of these that ended up causing the incident.

I knew that there was probably a rope bridge that led over a deep canyon on the main map, but I didn't know where it was. We found it and it was the way that was made by the kobolds to get over the canyon, of course, kobolds are not known for giving much thought to safety, so this 3 rope bridge that stretched at least a mile in length was dangerous as all get out!

I like skill checks, but I also like them to be a mixture of old Dungeons & Dragons where player agency and ideas were prized over the dice, and AD&D, which favors the dice to decide stuff like this. The character in question, a spy, had very good DEX, so her player figured that she could scoot right across there, she rolled over her DEX score, and I allowed a saving throw which she failed as well and she was gone.

I really enjoyed the character, her player was a novice who became very good very quickly. It isn't easy to keep low-level AD&D PCs alive, but she was able to do it. Her story was magnificent, through play she took what was going on very seriously and became a good leader. She was a German spy who worked for the old regime which was being replaced. She went back to Germany and extracted the former Prime Minister and her King from the hands of his enemies and delivered him safely to Zurich. It was an amazing story!

She stepped up to the call of duty again in Belalp, when the Sheriff was attacked, she took over his duties, ignoring her own agenda until law was restored to the village. Now she is dead because of something stupid, at least it was an ending. Her death will have consequences, she must now start a new character and take this novice PC into a very difficult dungeon.

While everybody else played, she rolled up a new PC and we got it introduced before the session expired. A Russian specializing in thieving abilities, and a fellow member of The Watchmen. It will be interesting to see where she takes this one.

The players had spent much of the night, frustrated because I wouldn't just put the dragon's lair somewhere randomly, I had already placed it and I stuck to it. Eventually, they found it. A cylinder-shaped tube deep in the earth, lined with a kobold apartments. At the bottom was discovered an ancient pyramid made of onyx, its top broken off and overflowing with treasure. The party quickly took a couple of things and ran for it. After a couple of hours, the creature realized that something was wrong, the rest of the day, they are racing out of there while the sounds of roaring and menace echo through the mountains, and creatures run for cover. They hurry as fast as they can to get across the rope bridge before the sun goes down, and when dusk does arrive the lamentations of the dragon Zudet stop and the creature's hunt has begun.

They had made a predictable escape and kept running through the night, when the dragon saw them, and made its attack, the players reacted at the same time, their tiny guns against sheer power. Only one player made their saving throw against the blast of flames which engulfed them, this looked like a total party kill, instantly two characters dropped below 0, just shy of death. The players shot wildly, missing more than they hit, the one exception was the explorer. He took the full brunt of the blast, heavily injured but still standing, his shots hit the mountain's monster, doing just enough damage to trigger a morale check, which the dragon failed. It turned itself invisible, and hide itself to heal and stew over what had happened.

The players knew that there was no way that they could survive a second attack, the healer was able to quickly get to the two downed characters and stabilize them before they died from their wounds. So far, they have kept their treasures and their lives, just barely, but they came at a very high price. The party was able to return to civilization, but minus an important member of the team and heavily injured. Through magic and rest they will be healed enough after a week or two to attempt to explore the Witches Vault. This will have to wait for September :(

SESSION DESIGN NOTES

The movement rates that I had set in the snowy mountains was too low, movement was only possible on the roll of a 5 or a 6, I had to correct this during play because we were getting bored.

The players were also keen on trying to get me to put things in every space that they were in, searching each hex. I had to improvise a better system on the fly that allowed a more limited chance of a feature being discovered. They were literally only moving one hex at a time, when the game was set for them to move much faster. This could had been why I was getting bored, they probably did this around 30 to 40 times.

Prior to play I designed a better system to flesh out the underground cave system which was never mapped, and hid some features down there that can be discovered randomly. I also hid treasures within, but one of the treasures was designed for the character who died, this was moved to a new location, I had failed to identify the dragon's hoard and had no idea that the players would decide to seek this out.

The player's felt happy with the work that they had gotten done. The explorer really wants to go back and finish off that dragon, which may not be a bad idea, though creatures of myth and legend are never that easy, and a creature this old and who has kept itself a secret for so long is not going to fall victim to a bullet.

While they lost a character, the gunfighter who hasn't changed in a couple of years now has finally gained a level. This is a huge achievement! While 8th level in many games is obtained quickly, my game progresses much slower, progression slows down dramatically after 5th level, this is years of dedicated play and keeping a risk taking player who is always there in the thick of things alive. He is heavily scarred and beat up, but he is still one of the most dangerous men alive in my world, who is now even more elite.

I am glad that they didn't decide to break the seal of Sabaldus, that dungeon is going to take multiple sessions, and skill to defeat, an 8 week break between sessions would really suck. Are they ready for it now? I don't think so. The new character is 1st level, and while she will progress quickly taking her into the finale of a complex and devious death trap is really expecting a lot.


Gothic Earth Session 10: The Lost Village of Old Belalp

I forgot to jot down my notes from last game. I made up a quick play session out in the fringe of the village, blatantly ripping off one of my favorite movies, The Witch. They were able to defeat the scenario really quickly, and save a young girl who they have taken on as a potential henchmen. What? Didn't see that coming, but we'll see where it goes.

The players have been reluctant to explore the wilderness, so I put some pressure on them, Mr. Harker, who is now just down the mountain helping with research in the city of Brig has been followed by a German Detective, he had been seen with PC Sam White at a bank in Zurich. He is smart and looking to recover the Relic of St. Sabaldus. Harker had to risk sending a pigeon up to the players, but it is unknown if the message had been intercepted or not.

In other news, the scholar who has written a book on the Belalp Witch has finally been able to finance an expedition to search an area where she believes is the best spot to find old Belalp, and the players manage to get hired on to lead this expedition.

It just so happens that one of the players were able to decipher the clues found a few sessions back and had a really good idea where the church was, but they were able to get there with a bigger party and on somebody else's dime. It was a bit more difficult than they thought, the church wasn't where the cryptic map suggested. Well, it was, but it was buried deep under the ice. After more searching they found a chimney sticking out of the glacier of Mt. Sparhorn, melting the snow, the Explorer PC climbed down and discovered the perfectly preserved medieval village of Belalp trapped under a dome of blue ice.

The scholar had also hired some big strong locals who were far too large to climb down the narrow chimney, but this presented a problem. The party needs to HIDE the Relic of Sabaldus in the church, and it will do no good to have the world know about this place. Exploring the entombed village, they find a cave to the south which leads to the medieval Cathedral they have been searching for for so long.

Exploring the Cathedral, they find an ancient church which the cathedral was built around, and in the basement of this church they find a stone seal with a terrible warning, beyond this seal, placed by Saint Sabaldus himself, is the Witch of Belalp, however this seal is unbroken.

The players return to Old Belalp and spend the night in an old inn hoping that the scholar and the rest of their party get bored and just go away, or something; which doesn't happen. In the morning they find the scholar feeling betrayed which she is taking pictures of this amazing place.

Long story short, the players finally discover the cave system in the area, they exited the cave on the other side of the Massa River, traveling in hours what would normally take days. The scholar is pissed, she wants to go back to Old Belalp and further study the medieval village for her next book. The players agree but this time they exit the cave all the way back at one of the abandoned mines just outside of current Belalp. The Scholar is pissed, after all of that work, she got a few pictures but the village of Old Belalp is still lost! This pleases the party. She might have pictures, but she has still been bamboozled.

They now know that they can reach the church through the Belalp #2 mine, now it is just making some decisions about what to do. Breaking the seal and entering the tomb of the Belalp Witch is going to be incredibly risky, this dungeon is the meanest and most difficult that I have ever designed, I don't know if they are ready for it yet, but we'll see what happens.

Game wise, I was lazy. I had to work overtime the night before, and I was exhausted. I rolled for random encounters but we had no combat at all. We still had a blast though! I did run off script, changed the look and feel of the old Medieval village, originally it was supposed to be open air but I think that the last minute change was a lot more fun.

I have no idea what is going to happen next game, the secret BBS that my players use is buzzing, and the spell casters are getting together tonight to come up with some ideas on how to best manage their spells. I'm excited!

Gothic Earth Session 10: Return to the Haunted Belalp #3

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Played last weekend and it was fantastic! The players didn't know what to do next, session 9 had been an intense investigation that ended with a conclusion. They had no leads and low morale. The Village of Belalp was going to have a big party celebrating the end of the Witch murders, and the biggest scumbag in town made it look like he was the hero. Oddly enough, the players didn't want to attend this party.

I figured that this would be a good time to head back to Belalp #3, and have a dungeon crawl. This would be their 3rd trip down into its depths, and there is a lot to do down there, so it was a good time to open it up some more.

 Designing Kobolds

In Switzerland, the word for Fairies is Kobold. Above ground, Kobolds are seen as benevolent and helpful nature spirits, but below ground, they are twisted and evil. I've been using the word Kobold as well as Tommyknockers. The mine is haunted, but not all of the spirits in the place are dead.

I had never run kobold monsters. Never! In my power-gaming days, I saw them as too weak. They are weaker than the lowly goblin. As a DM, I just never had a place for them. Goblins in my worlds usually take the spot of booby trap-ambush experts, so in the book they stayed, until this dungeon.

I modified them some. I gave them a natural ability to turn invisible at will, and added “Spook”. I wanted them to be different, so while my goblins are traditionally forced into the wilderness, these sneaky things can quietly live among us. They are physically weaker than goblins, even a child could beat one up, so psychologically they had to be different, they depend on people. They are expert thieves. They rely on these skills to survive and are happy to live like rats. For the most part, their traps are designed as warnings and are more insulting in nature than dangerous, however, they rely on very dangerous traps to keep them safe. The tripwires for kobold traps are a bit more ingenious than Goblin's need. Traps are their primary method of attack, but for the most part, they are not nearly as aggressive as goblins are.

THE MINE
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The mine is a tricky dungeon. It is designed to open up over time; I don't enforce this; if the players find a secret door they find a secret door. It features a backstory that evolves and tells itself through play; it predates human history, first opened by Gnomes who lived here for centuries. Romans and Medieval men moved in to terrorize them, it was always the same story, the gnomes would allow the humans to share the wealth of the mine, as long as they kept to their sections, but without fail the humans wanted the whole thing for themselves.

There was a massacre, the humans crossed a line and murdered gnome women and children, ancient blood ran in rivers. The survivors of this genocide swore revenge, and something within the gnomes minds became twisted, they killed every last human in that mine. Not just killed, this was not war, this was murder. After the deed was done, and the Adrenalin wore off, they had time to reflect on what they had done. They had won nothing. Their families were still dead, they were still alone, and one gnome, in particular, believed something else; that he was cursed. He murdered his accomplices while they slept, leaving him totally isolated and insane. Rage was his motivation, it was all gone, the gods had abandoned them, and existence itself was punishment. He is still here.

This story is told in the Gnome section of the mine. This area, hidden from the main mine through residual illusion and kobold ingenuity, is being used by a small community of kobold miners who work sections that the humans don't.

There are other mysteries to be discovered in regards to the kobolds, but that is the story that the players have learned so far. Communication with them is very difficult, both are reduced to drawing pictures in the dirt, or pantomime.

The players stumbled upon their living quarters and stayed passive. Some communication was accomplished, the kobolds knew that if they attacked they'd be slaughtered, they'd die fighting if they had to, but they didn't want that. The kobolds were able to ask the party to kill some nasty spiders who also lived in these gnomish tunnels, which wasn't too difficult for the players, but impossible for the kobolds.

Heroic NPCs, how much is too much?

I was able to get my two wizard NPCs some XP, they are low level and both were able to use spells which the players themselves didn't have access too. I like playing them, they are totally in over their head but have no idea. This game the players had to first find them, they had gotten spooked by a kobold and when they ran, they put out their candles and were now lost in the dark.

Playing NPCs of this nature is a challenge, you don't want to take anything away from the players. You can give hints sometimes, and I often forget that they are even there, I got caught not rolling Saving Throws for traps. I coughed it up as NPC immunity, the odds of them making their saves would be annoyingly terrible and only serve to irritate the players and me. I want them there.

I got the idea from watching a show on the Syfy Network called “Ghost Mine” and wanted to incorporate it into this story. They supply the motivation to keep this mine open. If they die or aren't there, it will close and have economic repercussions on the village of Belalp which really needs this place to survive. If these investigators aren't there, the village won't be either; else the party will get paid to work here full-time and that isn't what this adventure is about either.

The mine is a piece of the Belalp Puzzle, but it isn't the point of the adventure. Is it railroading to keep these NPC's hiding behind the party, or as safe comic relief? I don't think so, they are an element of the design. They are open to attacks; when picking targets I remember that they are there, but they aren't destined to die in a trap. Not yet at least. If they bite it during an attack, then we'll deal with that. That is also up to the party. So far, they feel responsible for the safety of the investigators. One almost got eaten by a giant spider, and they hustled, took risks, and were able to save her. When she used her spell, it also furthered the story.

 1st Level Mage To The Rescue!

The problem was a weird one. The spider webs chocking the hall needed to be burned, but nobody had any torches or oil because the cleric was using magic to light the place. The wood in the gnome ruins is ancient and not fit for anything. The party was going to have to go all the way back just to get something to burn the webs out, which was boring, so I offered up my NPC. She is a horrible wizard who has no confidence in her abilities, but she had gotten the spell to work a couple of times. She told the party that she needed some components which could be found in the area, namely bat-poop and some spiderweb clippings. She ground it up and made a powder which she poured into her hand and blew onto the webs, then she said the magic words . . . and! Nothing happened.

She apologized for getting everybody's hopes up when a web shot out of the passage and got her, quickly pulling her in. Without even thinking the party all raced through the webbing, everybody getting stuck but one person who was able to get a hold of the NPC's foot, and THEN the fire spell was activated, forcing everybody to make a saving throw vs. spell for half damage.

That, to me, was more interesting than having to leave the dungeon. They got to be heroes, and I got to burn them all, so it was a win-win. Was I manipulating the game? Yes, but sometimes I think that the DM has to. This scene needed a bit of spice, and I wanted to remind the party that the investigators were there. They had to serve a purpose. Do you think that I over did it?

The hall was cleared and the creepy spiders were dispatched, opening a hall that hasn't been seen by even the kobolds. That is where they found the bulk of the gnome story, in a room, at the end of the hall is a temple to a Gnomish God, the floor glittering with huge piles of cursed gems and a pickax stuck in the statue of the god. The heroes were able to pry that pickaxe out of the statues head, hoping that maybe that would end the curse . . . it didn't. The mystic used her sense of touch to learn what had happened in this place, it wasn't perfect, but she does know that the angry gnome who put that pickax there still haunted the dark.

https://retrorpg.wordpress.com/2011/04/13/kobolds-in-germanic-folklore/

Instead of murdering the kobolds, they figured out that the things were using an ancient gnome press to mint coins. Why they are doing this, the party has no idea; well, actually that isn't true. They have an idea, but they don't like it and aren't sure what to make out of it. Anyway, they decided to pay the kobolds off and figured out a way to tell them that the mine was to be shared. They could work their section, but they had to leave the human section alone, and not scare or attack any more miners, nor sabotage any more equipment. The kobolds agreed, and the mine was reopened.

Zudet?

In regards to what the kobolds are up to, they got a clue. One of the kobolds pulled out a small bone statue of a dragon, calling it Zudet. The PC Wizard, instead of going up to the village right away had gone to the city of Brig to research the area and had found mention of a medieval settlement somewhere in the mountains called Zudet Castle. He also learned that an archaic name for the Alpine Skinks that infest the area every Spring and Summer is “Spawn of Zudet”. Is Zudet some kind of Pagan god? A symbol of some kind? Or is the statue literal?

There has been other news in town! But, that will have to wait until next game. This one is in the bag!

Gothic Earth Session 9: Burn The Witches (Experimental Design Notes)

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This session report is mostly about game design; we tried something new and the players got a ton of work done. I've tried a couple of times to write up the notes into some linear fashion but they always turned into short stories, so instead, I will make this very brief.

 In session 8 the players got one over on me. For years I have always been able to get away with mobs. Lynchings involving lots of people are dangerous and wicked things! For the most part, my players have never been able to settle one down; until session 8. Through very good Role-play and quick thinking, the players were able to stop the terrified and riled up citizens of Belalp from playing into the villain's game plan.

From the enemies point of view, this was a well-thought out and calculated move that was critical to the master plan. There are agents operating within the village of Belalp, and one specifically was going to be rewarded that night. They had framed the old woman, instigated a lynching, and planned to use it as a distraction to steal a baby for a vile ritual which would greatly increase the agent's power as well as the mastermind's.

This didn't happen, the mastermind found themselves perilously exposed to discovery, the evidence against the old woman was solid enough to cause a gut reaction but not good enough to withstand any close scrutiny, and no baby was stolen; thus no ritual was performed and the plan was thwarted.

The players definitely earned this win! They now had a chance to force an encounter with the enemy before it had a chance to reach its full potential. The players had been able to give themselves a three-day window to figure out what is going on, identify the enemy agent, and deal with them.

The elements of having the perfect game were there: Allow the agent to steal the baby, accurately predict where the ritual was to take place and catch her and her boss in the act. Of course, we all know that the perfect game is an elusive thing, but the potential was there.

I wanted things to be tense, as well as frantic; I've toyed around with time-based adventures before, but never really was all that happy with the results. My villains had their work cut out for them, they had a lot to do in a very small window, they had to strengthen the evidence against the old women, create another diversion, set the groundwork for a fast and precise kidnapping, and complete the ritual while the old woman burned, preferably along with the PC's.

I decided to try something new, I really enjoy strategy games and I thought that this scenario would fit that format in a very interesting way. Instead of using a clock to count time, the players, and the villains had a limited amount of actions allotted to them to complete their goals.

Now there is a problem with this, strategy games are difficult, you have to experiment for a while until you hit upon formulas that work, D&D is very different. There are no redos in Dungeons & Dragons. There are no take-backs, either. I had to figure out a way to make this game fair for both sides; while I enjoy strategy games, my players might not, and it is them on the hot-seat, not me. 

So, I got to designing. I decided that 13 Actions might be enough; it would hopefully give them enough wiggle room to let them make an error or two without the entire thing becoming impossible to win. I wanted a really good challenge, and a difficult game, but not something that was too mentally demanding.

Prior to play, I laid out the ground rules.

  • Play is broken up into a set number of actions. Day 1 has 3 actions, Days 2 and 3 each have 5. 
  • At the end of the game, Events will play themselves out, independently.
  • The party is not allowed to split up, each action must be done as a team. This is out of fairness to the enemy who has the same amount of actions as the players do.
  • Movement Rates are going to be ignored, it is free to walk in all civilized spaces, but there is a charge of 3 actions if one goes out into the wilderness.
  • There is no need to go out into the wilderness.
  • While the players are limited in actions, once one is declared, you are allowed as much time as you need to to explore the location and complete the action.
We took our time before beginning, this is a strange playstyle and I wasn't sure if it would work or not, we were play-testing. I let them know that if I feel that the game failed because of something that I did, then we'd replay it in a more traditional game. By the third day I knew that the game had worked.

SECRET RULES

I kept some rules of play a secret for pacing reasons, I also had to keep the game fair. Like I said, D&D doesn't give one much time to think, evidence has to be loud enough so that puzzles can be solved in real-time at the table.

At the end of each day, if they went back to their cabin they got a free turn which was used as a briefing. The NPC ally Dr. Van Helsing would talk with them about what they had figured out. Now Van Helsing, in order to function, had his own motivations and biases. I didn't give anything away, I just asked leading questions so that they could have a better chance of thinking clearly and faster than if they had just been left to ponder this stuff on their own. I did limit the number of times that Van Helsing could eliminate a false lead and point them into a different direction.

In regards to enemy activity, for the most part, I kept it so that when the heroes made a move, the enemy moved at the same time. I had a short list dictating daily objectives for the enemy, however, they were not limited to these actions, they had to be responsive to the players. An attack meant to draw attention to itself would force the players to make a decision, complete their planned action and let the police handle the attack, or investigate the scene itself. As always, my villains played to win. Some enemy actions were just distractions while others were productive. Some went undetected, while others; since the players were close to the locations in question, were noticed.

If at anytime the enemy and the player chose the same location, I would have rolled a secret initiative but this never came up. What I ended up with was a nice clean investigation game, it made in-town exploration exciting, everyone was on the same page, and running the NPCs was a breeze!

The time required to play this scenario out was perfect for the time we had allotted to us, as DM I was able to maintain a strong grip on pacing, which was important because I wanted the players to experience the pressure that their characters were under. They were able to acquire LOTS of information about the village and the people who live there (too much to write here). They had to choose their moves wisely, they did make a few errors which I had expected, but by the last turn I judged that the game had succeeded, they knew who the agent was, what her plan was, now they just had to predict her last move.

The game wasn't perfect for either side. That last turn was one of the most intense moments that I had ever had in D&D, I so wanted to help them, they had almost played the perfect game but this last move had to be precise for them to pull it off. In the end, they made the wrong decision but this was a really difficult game. They still ended up winning. The agent hiding in the village of Belalp was exposed and became a loose end, the mastermind knew that it was just a matter of time before she led the heroes right to them, so the agent was eliminated.

The heroes were able to stop the enemy from thripling its strength, but the agent who eliminated his co-conspirators and former boss is now a local hero as he was able to steal all of the glory from the players and become untouchable.

Over all, this was a very well played game that was demanding on the players' skill to get a job done in a limited amount of time that was simulated perfectly. It was definitely gamey, the mechanics were more out in the open than I normally have them, but it more than made up for it in playability. This is something that I will definitely be doing again.

Gothic Earth Session 8: Curse of the Belalp Witch

It always takes so damned long to get into the game, but once we do we have fun. Normally we play every 4 weeks, but this time it was only 2 weeks. It really didn't change how much we remember the previous game. I will tell you that I love my prep style for these last few sessions, it was a ton of prep work, taking a full four weeks to design, but we are getting a whole lot of bang for our buck!

Everybody was tired as hell, so I cut everyone some slack. There was also some concern on their part that they are getting dazzled again while the witch is getting away. They had decided to go down the mountain and follow a lead, they had heard that a reclusive goat herder who lives at the bottom of the mountain between Naters and Blatten is the custodian of an old medieval church that isn't used anymore because of it's location (out in the middle of no where) called The Church of Saint Laurentius. Due to bad weather, it was a long climb down the mountain, but eventually they reached the herdsman. He told them that the church hasn't been used since his father passed away, but loaned them the keys to help them with their research.

The Church of Saint Laurentius is an isolated structure located well off the beaten path out in the wilderness. Opening the door of this ancient building, they see a very odd sight; instead of a statue of Jesus or crosses, the symbol dictate snails and features a larger than life statue of Saint Laurentius, the patron Saint of Librarians; against his leg rested a wooden rack, in his left hand he held a glacier, and in his right a mountain; an odd curvy crack went from his heart up his face and to a snail perched on his head.

This was definitely a clue; my wife cheated with her smart phone, but it kind of worked; she discovered that Laurentius was also the patron of witch hunters. I think that it got the players more excited when they found out that this was a real Swiss Saint, and they found a picture of him to look at. Eventually they figured out that the caretaker had removed all of the valuables from the church in case looters broke in, among them an old mirror elaborately decorated with the images of St. Sebaldus, when they hung the mirror up behind the statue, an oddly plain window perfectly framed the nearby mountain peak.

Now, the caretaker refused to let them borrow the mirror, as it was priceless; but he did accompany them and since it was too dark to travel back through the forest at night, they stayed in the church. In the morning, as they were preparing to go, and the sun was rising over the Reiderhorn, the diamond set in the pane of glass focused the sun into a beam, which reflected of of the mirror and for just a second, lit up the snail on his head. (Indiana Jones lifted once again!) They found that St. Laurentius Day was just under a week away.

Sam White climbed back up to Blatten and sent a pigeon message up the mountain for Van Helsing to come down, later he messaged back that he couldn't, as there was an uproar in Belalp.

They had a few days, so they did some low mountain investigation. They were able to secure some real meat, hunting a deer that had wandered near by, and found the Blatten Lumber camp that was said to had been torn apart by yeti. The camp was badly damaged, but the mill, that was the scene of something very large and powerful; entire logs looked like they had been broken over one's knee, some logs weighing hundreds of pounds had been thrown high up through the walls and were lodged there. The scene told them of a giant creature who wanted to shut this operation down, probably under the orders of somebody who didn't want the lumberjacks in the area anymore. There was something here, but they wanted to figure out what the church mystery was first.

After a couple of days, they saw the spot on the wall stay longer and longer, finally they went back to the caretaker who had planned on bringing the mirror on St. Laurentius Day, and talked him into letting them borrow the mirror early (we've got some smooth talking characters that know that CHA isn't a drop stat), on the long walk through the woods, they were ambushed by giant men, at least 20 of them! Hiding in the dense forest and hurling rocks; we have a character whose player has a hard time making it to games, while everyone else is at least 7th level, he is only 2nd, and as the giant men had gained a surprise, they tagged him, dropping him down to low hp before the battle could even start! Sam, the gunfighter, gave him the mirror and Charlotte cast Sanctuary on him. I determine targets randomly, and my dice really hated that 2nd level thief and wanted him dead! Luckily for him, the monsters sucked at making their Saving Throws.

On a technical note, I had wished that I had laid down the play mat and used miniatures, but we didn't; however for enemies I had so many to track I just gave them 4 hits and dead, drawing circles for each one and dividing each circle into fourths; instead of rolling damage, the party was shooting wildly into the woods, I had them just tell me when they hit or not, if they rolled 20's then I took off 2 HD but mostly it was just 1 HD per hit. It kept the combat fast and much easier to track considering the number of enemies. A combat scene which normally would had been boring because I took to long, could quickly be played out without losing anything; in fact it was probably easier on the monsters as guns dish out 2d6+1 damage, they were naturally 5HD creatures. For determining the monster targets, I throw a d10, I had 1-6 represent players, 4-10 meant that the creatures missed and targeted the giant man across from them.

It was pretty exciting as I was nailing the players and whittling them down, the 2nd level thief tried to escape, but a giant man caught him, and made his saving throw; he attempted to grab the little man, but failed, and gave a great target for the other players to shoot at. At the end of the combat, the party was badly beaten, Charlotte healed the worst off of the lot; examining the bodies of the enemy, they identified them as giant wild men, they had no money and looked like they have lived rough their whole lives. They deduced that some of these guys had been behind the destruction of the Blatten lumber operation.

They made it back to the church, locked themselves in; fearing that the witch now knew that they were up to something and was trying to stop them, somehow they had managed to save the mirror. They took it easy that day, and in the morning, they had just enough time to draw the cryptic drawings that were projected onto the floor by the sunlit snail, and wrote down a weird written phrase in an unknown language, however the name Belalp was clearly being refereed to.

That task done, they made their way back up into the mountains, to the village of Belalp satisfied that they had made some sort of headway, they planed on showing the drawing to Van Helsing, believing the language to be Latin, which he can read, however once they get into town they see that a large wooden pyre has been constructed in the village green. They find everybody all in an uproar, Van Helsing could care less about their discovery, he is trying to talk sense into a mob who is intent on dragging the old woman being held in the jail to the village green and burning her.

A lot has happened while the party was away, the Belalp Sheriff lay in a coma, the victim of witchcraft, a totem exactly fitting the description of the one that had been used against one of the party members last game had been used on him. The thief was able to talk the mod down, and give them a couple of days to either clear the woman's name or prove that she is in fact the Belalp witch. They immediately start investigating.

Sam and David head up into the mountains to try and find some mountain carrots which David knows can counter the poison and the spell of the totem doll, meanwhile the rest of the party began the investigation. Talking their way into the jailhouse, passed the armed officers who have the old woman in protective custody, the part is allowed access to the evidence and Van Helsing was finally able to get a good look at one of the totem dolls, and was able to determine how it worked, it was some sort of contact poison, the doll contained an article of the sheriff's clothing and he was charmed into touching it. Van Helsing fearing for the safety of the Relic of Sebaldus and quickly returned to their rented cabin.

The rest of the party went to the Sheriff's house to check on him; they startle a woman who instantly tries to escape, but they won't let that happen. Antonia a Prussian officer and master spy has assumed responsibility for this investigation, she orders Bart (the 2nd lvl thief) to see what the woman was doing, and he finds a weird drawing under the sheriff's pillow. Charlotte is able to determine that this is a weak protection from evil spell, and identifies the woman as a faith healer, and a spiritualist. The suspect admits to using magic, but for good; the party warns her against it, especially while the villagers are on a witch hunting kick, and they send her on her way.

Eventually the two fighters come back down the mountain, it was hard finding the herbs that they needed but they got it done. David Marshal brewed up the bitter mountain carrot broth and administered it to the sheriff, the man woke up, and while he would be forced to rest for the next couple of days, he should be fine.

Sheriff Hoffer is in no shape to do his job, he tries to get up instantly verifying that the old woman being held is just a crazy old lady. Hoffer says that there is no such thing as witchcraft, he's just allergic to those damned Alpine skinks, he must had touched one really good for this to happen.

Their investigation has uncovered some unsettling facts:

  • All of the wives take turns helping the bachelor sheriff with his housekeeping, so all the women had access to him.
  • The totem that had been used on the party member Vanessa Smith, required someone who had access to her things, the only suspect being Nela Saner who offered herself to be their housekeeper right away.
  • Ivan Hoffer also had access to Vanessa's property as he was sleeping in the tent with them at the time of the attack.
  • Lynn Tuller, the woman who was caught administering Sheriff Hoffer and practicing folk magic is not above suspicion either. Van Helsing says that she is no doubt a practitioner of spiritualism, a relatively new pseudo-religion that is in vogue right now, and they rarely practice alone.
  • Corinne Meyer, a none-native transplant and author who moved up here for the tranquility. She lives alone in the woods and has written a book on the Belalp witch.
  • Agatha Gammenthaler, the old woman kept in protective custody to protect her from allegations of witchcraft.
  • Van Helsing suggested that Charlotte refrain from using her skill set, else she becomes a prime target of the current local rage, and says that he believes that they aren't looking for a human witch, but fears that they are in fact dealing with the ancient undead. He says that the only way that they will be able to identify it, is by the aura of fear that all powerful undead share.

That is where we left off, and that is where we will begin again in four weeks.

Gothic Earth Session 7: Welcome to Belalp

After a long delay, we finally got together and played again, and to get back on schedule we'll be playing again in 2 weeks, thankfully I have very little prep to do. We had a hard time focusing on the game, we had two R/L parties going on, our AD&D game, and my youngest just turned 13-years-old and we let him invite a bunch of his friends to come over for a sleep-over. This was something like our 4th annual St. Patrick's Day game? We went through a bunch of corned beef and cabbage, and we had a great turn out!

My computer took a dive, but I finally got my brand new computer! I can't tell you how many years it has been since I didn't have to make due with a hand-me-down; thankfully I was able to keep my old files this time, which is rare. I'm still in the process of getting this new laptop up and running how I like it, so please excuse the delays.

Hard at work blogging with my wifes old PC

The game! Like I said, it was really hard to stay focused; I can't tell you how many times that we had to start and stop because of interruptions or people getting side-tracked, in spite of this, we still had a very productive game. I designed this scenario in a rather modular way, and to last us at least 2 more sessions. There are some little things that I have to tweak which I wasn't happy about.

The players were very lucky with Random Encounters (RE), in the wilderness, but I had set the table too low in my haunted mine and had to improvise a lot to bring it alive. For some reason, I had failed to create a RE list for it . . . not sure why, or maybe I did and I misplaced it? I don't know, I wrote up a quick list just prior to the game; I had set the RE to 1 in 10, it really should stay at 3 in 10.

I also committed a very amateur mistake, I have a large list of NPCs which I had color coded but failed to organize in any cohesive way. Every time the players wanted to talk to somebody it took me way too long to find the proper NPC; little things like this really upset me. It was such a stupid thing to do, but one that is easily fixed, I reorganized the lists into their colors and alphabetized them so that I can find them fast without having to skim the entire two column NPC sheet, now all I have to do is print that list off and throw the other one away. It wasn't a total waste of time, though, since I did alter a few of the characters from my original design; so this one will be more accurate as well as functional. It is those little details that get you every time!

That was really just a hick-up, the thing that spooked me the most was the gaming board that I had set up; if this thing didn't work then the whole game was in question. I am glad that I had filled it in ahead of time, my biggest concern was a specific player who knows me very well and can usually spot where I hide things; he could look at a map and point directly to where the whatever is and be dead on correct, this one, in spite of being mostly filled in, has kept its secrets, which is good! That is the point of the game.

I was very impressed and happy with how the game map functioned; it was easy to grasp, easy to use, and easy to understand. It aided both myself as DM and the players. Movement is controlled by 1d6, and a table that I keep hidden behind the screen, the modifiers to movement are simple and intuitive for everybody; Days are broken into 4 turns, and follow the guidelines for RE in the DMG, each HEX = 1 abstract mile, and it is very close to the MR listed in the core rules for Mountains, but it varies to better simulate mountain conditions and environment without turning into “survival porn”, unless we want it too. Locating elements within the hex involves either a passive check, or the players can invoke an improved check, but nothing is guaranteed. I really like it! It slows the game down just enough to FEEL like you are traveling through the mountains, yet is abstract enough to not become tedious.

I do have to change the way that my caves function; the players discovered two of them, but they always went back to the one that they originally discovered, which isn't the problem, the problem was that I had set it so that movement between the caves lasted 1d12 days, which is too long, it does nothing but eat up my calendar; besides, my original intention was a kind of warp zone, I think that I will change it to 2d12 hours, and see how that goes, but I'm not really set on that. That aspect really does need some fiddling until just the right balance is found. My RE is set too low in those sections as well, but I'm not sure what to put down there . . . I do like the concept, though. It should be faster below ground but unpredictable, I know that it is a maze of natural cave systems, which are impossible to navigate with any certainty, namely because I'm not going to map it.

In regards to story: the players explored the remote village of Belalp and uncovered some of its secrets. I helped one of the players correct her alignment, Chaotic Neutral is not an easy alignment to play, and she has constantly played somewhere between Lawful Neutral and Neutral Good, I didn't dock her any XP, and instead did it through story, the Relic of Sebaldus which they are hauling around is also unpredictable, the spirit of the Saint visited her and asked her leading questions about who she is, and through those answers we settled on LN; I always consider alignment to be more of a tool than a hard fast rule that must be obeyed; maybe if somebody is being a jerk about it I'll enforce the rule of level loss, or if it serves the scenario, but so far that has never been an issue.

The players did get a chance to use some of their NWP skills, which, honestly, we don't really utilize all that much; we tend to use them more as guidelines: How do you know this information? Because I have herbalism. This game put many of the skills that they chose to the test, which is nice and exactly what I want to happen. Too many times I just skim over elements that make some player choices pointless, such as NWP skills. While it isn't my job to make sure that these things are used, it is my job to provide opportunities to use them.

Despite the fact that we had a hard time focusing on the game, there was some fancy playing going on! I don't always make things easy, that isn't my job either, in fact, it is my duty to make things difficult. In this instance, the party really wanted to explore a haunted mine, but besides the fact that workmen said no, the Archaeologists that had been hired to investigate and debunk paranormal activity were jealously guarded because they too planned on making a profit by publishing a book about the place. I wasn't concerned with the how, I just made it difficult but the players found a way in, when trying to impress the two novice wizards with their amazing credentials didn't work, they quickly went to the next best thing, catering to their egos: Asking them for their help learning the lore of the land. It was shrewd and effective. Subtly, that is a trait of the master player. Fast too, I hadn't planned on actually letting them in yet.

They had the opportunity to make an impression upon the archaeologists, and they did it in truly heroic fashion; exposing a nightmarish and incredibly powerful creature that was hidden and getting away with murder undetected the entire time, a monster that I had hidden in many of my dungeons but had always managed to elude detection, the icky otyugh, a tough monster to fight when you have the advantage, never the less when it does. Their goal wasn't to actually go fishing with the cleric as bait, but that is exactly what happened; they just wanted to access a section of the mine that was unexplored, but the squiggly tasty cleric dangling just above the diseased and smelly water was just too much for the otyugh to resist, it went after her. The two fighters of the group have their hands full, as they are trying to haul her up before the nightmarish blob of horror could catch her, and it tried! It's tentacles barely missing her as she is helplessly being hauled up this 60' pit, they get her back up and had reduced the things attack to just one, as the other tentacle was needed to hang from the chimney above the pit; it grabbed one of the fighters before he could get a shot off, and intended to use his body as a shield, but the gunfighter was a dead-eye and was able to put a bullet into it.

2e Otyugh says he borrowed your toothbrush
The otyugh dropped the explorer, who fell into the fetid water below with a fresh bleeding wound caused by the creature's fang encrusted tentacle, and tried to nab the remaining fighter; it missed and Sam unloaded both pistols into the thing, as well as the cleric behind him. Their problems were over, but the fighter who had popped his head, screaming in disgust looked up to see this giant dead blob of filth falling towards him, he just barely got out of the way before it splashed down. Out of this misadventure, they not only found treasure of an unknown origin, it isn't roman nor medieval, it's gold coins minted with images of different vegetables? But they also became gods to these two low-level wizards who had never in their lives thought that a horror like that could actually exist. You could say that it went well, and it was all the players doing. They even role-played the disgust and terror, once the gold was hauled out of the bottom of the pit, the Explorer, stinking and covered in things that make otyugh happy was adamantly done with this place for awhile, whatever secrets were kept down here could just stay down there. He bathed and threw away his clothes and bought new ones. The players even made him do all of the nasty work; since, you know, he's already dirty; he can clean the 4000 gold pieces so that they can sneak this stuff back to their cabin. For a DM, the discussions going on was immensely entertaining. Make the DM laugh and get lots of XP, that is how you win the game!

This one goes into the books as a success. Everybody had a lot of fun, it has the players thinking while away from the table, there was joy, there were tears, and there was poop; D&D just doesn't get any better than that, does it?

Gothic Earth Session 6: Into the Swiss Alps



Game night went well! We started with what was to be the finale of the last adventure, but I did shorten it up some, yet it still took a while to complete. I had planned on forcing combat with the German Military, I still had them stop the train, but more as an inconvenience, I still got things pretty hot, but at the last minute I allowed my NPC banker to pay off the Major, and they let the train pass.

I did keep the finale though, seeing how combat right off the get go would effect play later, getting into the mindset of play can be difficult, and I feel that this did actually help. I designed a runaway train scenario, it was foreshadowed by the German Military, they stopped the train because they claimed that it contained archeological finds that were not allowed to leave the country. The PCs knew from last time that The Watchmen were transporting some kind of religious artifact on the train, they were worried that this was what the soldiers were trying to get. One of the players, Sam, the gunfighter decided to sit back in the freight car, figuring that the military would try an American style train robbery, nor did he trust the American cowboys assigned to guard the relic. It was a fatal mistake, the archeological specimens were skeletons, including the bodies of two knights that fought like knights. Their purpose was set, they were going to take over the train, attempt to destroy the relic in the crash, if that didn’t work then they would try and hide the reliquary out in the wilderness where nobody could find it. Sam was in the wrong place, and all by himself.

The runaway train was being driven by 4 regular skeletons, they were pushing coal into the steam engine at an enormous speed, not caring if the thing over-heated and exploded or not; it was maintaining the trains top speed through the territory of 125 mph, the train was also entering the Alps, which is twisty and up hill, pushing the engine even further. I assigned saving throws to be done for the train, every 3 minutes of real time. If a saving throw was failed, the train took a lot of damage, and everyone on top or not in their seat had to make saving throws as well. Destroying the skeletons working the engine would slow the train down depending on how many of them could still shovel coal. The Skeletal Warriors had different tasks, one headed up to the front to defend the weak skeletal labor, and the other went to the back to destroy the emergency breaks on all of the cars.

So, then we add the PCs into the equation, the strongest fighter is alone in the worst possible spot to be, the rest are back in the Royal car lent to them to aid them in getting the dethroned Prussian King out of the country to Switzerland. Sam was unable to stop the skeletons from leaving the freight car, but somehow survived the fight with the skeletal knights, he pursued the warrior heading to the front of the train, while the rest of the party attempted to stop the other from disabling the breaking systems. In the end, Sam lost the fight, but lucked out again (this character is known for always almost dying), the funny thing is that while he is fighting this enemy, he is also rolling up a new character. He does well, but not well enough, he was reduced to a perfect 0hp, which gave the rest of the party 1 turn to get to him. I rolled a saving throw for him from behind the screen,  and learned that when he slid off of the roof of the train, his coat got caught up on something and he is just hanging there, bleeding to death. The party was able to save him, it took them 6 rounds, and Sam was at -4. Death in my games is -10 for fighters.

They decided to separate the train at the freight car, and one of the heroes was physically strong enough to do it. This was a very very dangerous scenario, both of the skeletal warriors were slain, the relic and the Prussian King was saved, and the party won. I deducted XP for the lives of the passengers in the coach car which they sacrificed,  but the number of XP was still really high and they had time to level up since they weren’t going anywhere until help arrived, so I gave it to them. The Prussian spy, and the Irish Explorer both leveled up.

The party was able to figure out what they had saved when they opened the large box in the freight car and found the Reliquary of Saint Sabaldus, the priest (and Watchman) who was riding in class with the Swiss banker  told them that they were secreting this artifact out of Germany and into Switzerland to keep it out of the hands of the military.

In the morning, help arrived in the form of Johnathan Harker, the Reliquary was loaded onto his wagon and everyone finished the journey to Zurich with no troubles. We said goodbye to Bismarck, completing the goal of getting him to safety; they met up with Van Helsing who gave them a proposition. He replaced the silver casket containing the bones of St. Sabaldus with a fake, and asked them if they would accompany him to the remote village of Belalp to properly hide the relic in the medieval church where it would be safer from theft. Once this short task was done, he’d personally see them back to London. They agreed but insisted that he find them better weapons, the creatures that they have been fighting thus far seem to be mostly unaffected by them. He agreed.

In Zurich Sam and Harker took the Reliquary to the Swiss Bank, and transferred the funds earned from saving Bismarck, when he learned that someone, using his name had already opened an account, and much of his fortune had been restored! The question is who did this?

The party also had to plan a way to get the real relic of Sabaldus out of Zurich, and they did a great job! Posing as merchants, they had Harker purchase crates of wine, hid the casket in an empty winecrate, everybody healed up and lived like human beings for a few day then they once again left modern civilization behind as they drove the wagon deep into the Swiss Alps, and three days later, they reached the city of Naters, where Van Helsing sold most of the wine, and then the grewling hike up into the mountain and officially kicking off the new game!

They follow a nice gentle trail up into the alps until they get to the village of Blatten; they do not look forward to the next day, Belalp is straight up the mountain, they are loaded down with supplies, and they need to buy more. They purchase warmer clothing, some mountaineering gear, more food, and spend the night in the Blatten Inn. Spending some time in the inns tavern, they visit with the Blatten locals and discover some facts about the area:

  • The Blatten Mill was forced to shut down.
  • Belalp is secluded as hell, very few of the people ever come down to town, except in winter time when travel is much easier.  
  • The people that live up there are tougher than normal people, seeming to enjoy the severe isolation that would drive most people mad, and adding that no amount of money could convince any of the Blatten locals to go up there.
  • The whole area is dedicated to wood and mines. While the Blatten mill was forced to shut down, the Belalp mine caved in a few years ago and the miners up there are stubbornly working a less productive and much older mine, which they say is haunted.


So, in the morning, the party slowly makes the two day climb through a thick forest, up the steep mountain; following the zig zagging trail lined with flags, until they finally get to town and to their horror, they discover that Belalp isn’t Medieval at all, the Church that they were going to hide the relic in is nothing but a bare-bones cheap church made out of plywood and ran by an old priest that isn’t even civilized enough to not cuss every other word, never the less have a civil conversation with. Van Helsing is upset, he too thought that this would be a short trip and he couldn’t wait to get off of this mountain, but it is evident that this is going to take a while.

The party was very productive up here, they learned that in order to keep the Belalp #3 mine open, the land lord who owned all of this stuff had to hire some Spiritual Specialists out of Bern to run an investigation.
The Landlord is an eccentric Italian of incredible wealth who insists on being called Lord.
Many of the native locals are extreamly big people, typically standing about 7’ tall.

Visiting with the “Lord” they learn that this is an old village, a witch had been burned at the local park or something, and the entire area surrounding the village has remnents of a rich history as Romans and the old Bavarians had settled this area.

The party rented an empty cabin, and paid a local woman to provide housekeeping. The locals were just as interested in them as they were of finding this church and getting the hell out. The sheriff stopped by and introduced himself, trying to figure out the parties business (adventurers exploring historical places), and the local law man was helpful, suggesting a few people that might be able to help them get started, and that was where we ended the game!

As far as prep goes, I developed a system to dictate an unpredictable MR, I have a detailed overland map with a key of major triggers, I also started a player map, as they’ll probably want something to look at as the try to find the areas I’ve hidden around. I used to have two sets of Random Encounters lists, I’d get bored with running combat and just go with non-combat lists, so this time I consolidated the two into one list, with non-combat taking up most of the common entries on the RA list.
 I drew up three original maps for this adventure, the overland map loosely based upon images found on Google maps, a layered dungeon designed to provide multiple adventures in, and a finishing dungeon. I recycled some old village maps from published adventures, and rekeyed them. I’ve got a very large list of NPCs, as well as some mysteries going on. I wanted to strip the game down to its barest essentials, this is pure D&D, it contains mystery, exploration, hack and slash combat, it just doesn’t get any better than this! I’ve got my story in place, and the motives of major NPCs accountable for, all I have to do is describe what the players see, and figure out how my NPCs interact with the party based on their decisions.  I’m very happy with this.

I think that I will try to Draw up the Belalp Village map, and label it better so that it is easier to use. I’d also like to draw up the Mining camp, but that isn’t a have to. Events are set and just waiting for the players to either set them off or foil them. I prefer this kind of game, it basically runs itself instead of me forcing issues. I feel that everything is interactive, it is the players that will make the story happen vs. me doing it, which is nice. I guess it would also be nice to have statblocks for my RA list, but again, that isn’t really a have to . . . the only have to is the Belalp Village map. I also want to get a roll of Gaming Paper, which I found inexpensively at wondertrail.com.

Next game will be delayed, as a friend’s 50th birthday is that day, which is fine as it puts game day on St. Patricks’ Weekend, and it has become a yearly tradition to play that weekend, so I’ve got plenty of time to do whatever I want to do.

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